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Moon Elves

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Page 1: Moon Elves

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  D    a  r k

  Q u  e   s    

t      

Games

Requires the use of the Dungeons & Dragons®

Player’s Handbook, ird Edition,

 published by Wizards of the Coast®

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ContentsChapter One:

ElvesG. . . . . . . . . . . . . . . . . . . . . . . . 4 

Appearance and Attributes . . . . . . . . . . . 5

e Connection to ‘Life’ ( Anlenh) . . . . . . . . 6

Natural Abilities and Anities . . . . . . . . . 7 Alignment . . . . . . . . . . . . . . . . . . . . . 7 

e Social Elf  . . . . . . . . . . . . . . . . . . . 8

Artistic Sensibilities . . . . . . . . . . . . . . . 9

Hunting and Sports . . . . . . . . . . . . . . . 9

Social Gatherings . . . . . . . . . . . . . . . . 11

Food and Drink . . . . . . . . . . . . . . . . . 12

Social Etiquette . . . . . . . . . . . . . . . . . 12

Clothing and Fashion. . . . . . . . . . . . . . 13

T L C E . . . . . . . . . . . . . 15

From Birth into Early Childhood (0-15) . . 15

Childhood to First Maturity (15-30) . . . . . 15

Maturity to Wisdom (30-100) . . . . . . . . 16

Continuing Activities . . . . . . . . . . . . . . 16

Death . . . . . . . . . . . . . . . . . . . . . . . 16

M H, I, P

Health and Healthcare . . . . . . . . . . . . . 16

Pregnancy, Labor and Birth . . . . . . . . . . 17 

Frequency of Pregancy. . . . . . . . . . . . 17 

Length and General Stagesof Pregnancy & Gestation . . . . . . . . 17 

Labor and Delivery (Processes, Attendants,

Traditions and Superstitions) . . . . . . 18

Birth Rates and Birth-related Mortality . . 19

F E S . . . . . . . . . . . 19

Elven Family Structure and Tradition . . . . 19

Miscegenation . . . . . . . . . . . . . . . . . . 20

e Possible Connection to Dwarves . . . . . 21

O T E . . . . . . . . . . 21

Wood Elves (E’ith Braeh). . . . . . . . . . . . 21

Stone Elves (E’ith Hchoud). . . . . . . . . . . 22

Urban Elves (‘Bshehe’) . . . . . . . . . . . . . 24 

High Elves (E’ith Edshaign) . . . . . . . . . . 25

T O E S . . . . 25e Schism between the Elves . . . . . . . . . 26

e Changeling Tradition . . . . . . . . . . . 26

E P. . . . . . . . . . . . . . . . . . . . 27 

General Surroundings . . . . . . . . . . . . . 27 

Specic Locations . . . . . . . . . . . . . . . . 28

M (S’Ahlenh Shou) . . . . . . . . . . . . . . . 28

E M

Overall Philosophy of Elven Culture . . . . . 29

e Origin of the Sun, Moon and Stars . . . 29

e Spirits of Life . . . . . . . . . . . . . . . . 29

e Creation of Elves and the World . . . . . 30

e One Tree/Center Stone . . . . . . . . . . 30

e Afterlife . . . . . . . . . . . . . . . . . . . 30

e End of the World. . . . . . . . . . . . . . 31

S D E

C S . . . . . . . . . . . . 31

Winter Hunt (‘e Chasing of the Moon’) . . 31

Renewal Day. . . . . . . . . . . . . . . . . . . 32(‘e One Tree/Center Stone Celebration’)

Naming Days . . . . . . . . . . . . . . . . . . 32

Trial/Wisdom Ascendency . . . . . . . . . . 33

Betrothals and Weddings . . . . . . . . . . . 34 

Funerals and Wakes . . . . . . . . . . . . . . 36

T E L . . . . . . . . . . . . . . . 37 

Overall Sound and Structure . . . . . . . . . 37 

Dialects. . . . . . . . . . . . . . . . . . . . . . 37 

Cursing and Swearing  . . . . . . . . . . . . . 38

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Chapter Two:Elven Items

C . . . . . . . . . . . . . . . . . . . . . . 39

F D . . . . . . . . . . . . . . . . . 43

 J . . . . . . . . . . . . . . . . . . . . . . . 44 

E A A. . . . . . . . . . . . . 48

Elven Armor . . . . . . . . . . . . . . . . . . . 48

Elven Swords . . . . . . . . . . . . . . . . . . 50

Other Elven Weapons . . . . . . . . . . . . . 51Elven Magic Arrows . . . . . . . . . . . . . . 52

Special Weapons . . . . . . . . . . . . . . . . 56

O M I . . . . . . . . . . . . . . . 59

A U I . . . . . . . . . 62

C I . . . . . . . . . . . . . . . . . . . 63

Chapter 3:Elven Spells

C S L. . . . . . . . . . . . . . . . . 65

C D . . . . . . . . . . . . . . . . . 66

S . . . . . . . . . . . . . . . . . . . . . . . . 69

Chapter 4:Prestige Classes

T E F . . . . . . . . . . . . . . . 82

T E C. . . . . . . . . . . . . . . 85

T E N W . . . . . . . . . . . 88T E S . . . . . . . . . . . . . . . . 91

T ‘S S’ . . . . . . . . . . . . . . . . 93

L. . . . . . . . . . . . . . . . . . . . . . . 96

(‘R B’)

L . . . . . . . . . . . . . . . . . . . . . 98

(‘M T’)

Glossary . . . . . . . . . . . . . . . . . 100

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are true Magic users, but they, too, draw their power

from the Stream of Life (Ahlenh Gonh). is connection

forms the basis for all Elven myth, magic and belief and

much of Elven culture and social activity is based on this

relationship.

Although many people think of Elves as a single

group, there are actually two distinct types of elves: the

‘wood’ elves (E’ith Braeh) and ‘stone’ elves (E’ith Hchoud).

Each has a distinct appearance and dierent social con-

ventions, though they are physiologically the same and

come from a common ancestor. Among Elves there are

also several social classes and groups with varying ways

of living and behaving, some of which cross these divi-

sions. But no matter the type, some things about Elves

are universal.

Elves generally prefer the company of other elves, though

even that is preferred in small groups. ey are rather

reserved people, in general, not usually given to chatting 

your ear o or begging for your attention. Elves in mixed

company tend to keep their mouths shut, to watch and

listen more than they speak and to undertake actions

with minimal consultation with others, especially non-

elves. When they act, they do so decisively. ey are

proud, can be somewhat distant and cool to outsiders,

and are considered intelligent, wise and clever by many

races, but also aloof and a bit standosh. ey are

ercely loyal to their family and friends, but their respect

is held by those who demonstrate skill, knowledge and

wisdom, regardless of race.

Elves are natural-born hunters and woodsmen. ey

have a strong tie to nature and spend their lives in close

connection to it in every activity. All elves hunt and their

culture is based on the myths, legends and magic which

tie them to the land and to the cycles of Life. In keeping 

with their hunting culture and physical type, they favor

bows, javelins, slings, staves and sticks as weapons andprize stealth, patience, observation and knowledge.

Elves, as a society, have always had a streak of ar-

rogance and can be somewhat xenophobic about other

cultures. ere are strong traces of this in individual

elves, though it is not universal and the degree to which

any individual displays this attitude varies widely. Elves’

prejudices may show on rst meeting, but they will

evaluate an individual of any race based on that individu-

al’s behavior after an initial period of reserve. Once they

have made a judgment about someone, they will hold onto that view until something demonstrable changes their

minds. ey don’t care much for gossip and discount the

tales of others in favor of their own judgments.

Elves have the reputation of being magical creatures.

Most elves would say that this is not magic at all, but

simply their unique connection to the fundamental

power of Life (Ahlenh) which enables them to be

deeply in touch with Nature and the ow of 

living things around them. Some Elves

Chapter One: Elves

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Chap

E

A A

Humans usually nd elves to be extraordinarily beau-

tiful, even ethereal, though some other races may nd

them freakish, with their pointed ears, large, slanted

eyes and vibrant coloration. Naturally slender, Elves

tend to be long-limbed and supple of movement with

an underlying athleticism. eir willowy stature may

give the unfamiliar the initial impression that they arephysically weak. While not as bulky as a human of 

similar size, their musculature is rangy or wiry and

lends them surprising strength for weight, though

it is more tuned to quickness and endurance than

displays of bulk and brute force. Over all, they stand

a little under human height, but give the impression

of being taller. is is partially accounted for by their

very upright posture and slenderness of frame, though

some people claim this illusion of height is caused by

their great vitality.

Coloration patterns tend to run in families and it

is usually easy to spot siblings and parents or children

by their marked similarity of hair, eye and skin. e

majority of Elves have hair and eye colors of intense or

unusual hue, when compared to Humans. Eyes of the

most vivid green, violet or amber are common and it is

not unusual to nd an elf with hair naturally streaked

with deep brown and olive green or a dozen shades of 

silver and white. Even shades of blue or Autumn-leaf-

red are not unknown.

eir facial structure is quite sharply sculpted

with angular features, especially the eyes, cheekbones

and chin. Elven ears are large, elongated and pointed

and quite mobile, like a cat’s. Originally adapted toclimbing trees, their feet and hands have long, slender

digits, which are remarkably dexterous and capable of 

splaying out quite wide for improved grip and balance.

Slim, clever hands also contribute to the manual skill,

which some elves turn to more artistic pursuits.

Wood elves (E’ith Braeh) represent the most

common genotype among Elves. ey have the most

stereotypical physical features. Tall and slender, they

stand just under average human stature and have skin

tones ranging from parchment white and pale gold

to mid-brown. ey also tan easily in the sun. Eye

and hair color are most frequently reective of their

environment with browns, tans, yellows and greens

predominating, though some autumnal oranges and

reds do occur. Both eyes and hair may be any color or

combination of colors, so stripes and streaks are not

Spring, Year 1  s ry rng tng t n nf ln t rl, cp r ngl c. ,   clly ln, r n th y c ithig hs v ly hv vr  n rly t y ly, t? r s s , t, n hf-v, rf.  hs lng nc r ie n hr t mr s k n d’ mr ng ny r v ly ithig.  tr s gn, t, n hv ly ts uc y 

r’s ly l t cr r . ndr t k. d’ n ny v, cp r y c. d’ n t pe.ithig hs as t t , d’ qt n f ely k r …

hp th mn . gos n y hi  guris d’ cr r t le. r  l t thu t ig g tr gredy ws tr’s n, th y c hs  t t t hv m tr les.  

s t h’ lwe t te y tnc, thu d ndrtn y ad 

les hs tk t n tr t .  cl wer th cle “thy f” das ag. h hs ag v? 

id, thu ay hv te n igtly  te ers, ’ hrly f. hv as ve  t cty t y rts, t os k  m. h les m s. h’  y t r.

thu… a i levng r n gn t v t y cs, t v 

rngrs. h t k? 

M

y gon! ha rg h tly hnm  ithig s! ve ts rng n  n ttly. ci f k nc n tr s ef trn t s ac n l wer th t ig, s hr s dr gr! mrkl! s r gr, t: gr s mrls.

y ins r ndrfly els r hvng 

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hapter 1:

E

uncommon, with eye color tending to be more intense

than that of hair. eir ears are the most pointed of 

all elves.

e less-numerous stone elves (E’ith Hchoud)

are even more striking. Living in colder and darker

climates than their woodland cousins, stone elves

tend to skin tones of ghostly white, pearl or deep

black with some dark browns. Hair and eye colorrange from glossy black to silver and grey with a range

of deep, intense colors in between. Jewel-toned eyes

and hair of a single deep color are most common

with white and silver streaking showing frequently.

One particularly striking coloring can be seen in the

King of the North’s family, who usually have eyes

of moonstone grey ecked with blue and green and

hair in streaks of white and black. Living as they do

in consistently colder as well as darker climates, they

have also developed smaller, more mobile ears than

the E’ith Braeh.

e large, remarkable ears of Elves are a physiologi-

cal adaptation to their activity as hunters and their

environment. Elves can twitch their ears forward and

back and up and down, at least to some degree, to

focus and intensify sounds and locate their source.

eir ears have a modest dish-shape below the

elongated upper part which focuses the incom-

ing sounds into the inner ear. e upper section

is long and points upward. is is the most

mobile part of the ear, acting like a chute spreadinto the air to capture the most remote and faint

sounds oating there and redirect them into

the focusing cup of the lower ear. e long ear

also radiates heat, like those of rabbits, and

elves in cold environments inevitably cover the

tips of their ears, if not the whole ear itself, to

preserve body heat. Because they are sensitive,

the usual ear covering is a loose scarf or soft

hat, which does not bear down or pinch on

the ears as it rests on the head. Elves oftenwear their hair so that it falls over their ears,

protecting them from wind and cold. (See

Socializing: Clothing and Fashion.)

e long, articulate hands and feet and

general body type of Elves is also a reec-

tion of their adaptation to their ecological

and social niche, as are the large, slightly

slanted eyes of unusual hue which many

people remark upon.

As hunters under heavy woodland cover, elves

adapted to the low light conditions in which they

lived. As a result, elves see excellently in dusk and

twilight conditions and have excellent night vision.

eir visual range extends into the beginning of the

infra-red. Under ideal conditions, elves will see the

heat aura of animals or campres quite plainly. On

the other hand, they are sensitive to bright lightsand if ash-blinded, will recover more slowly than

less-acutely sighted races, like humans. A tendency to

squint in bright sunlight accentuates the tilted angle

of their eyes and may account for the mistaken human

belief that elves have slitted pupils like cats or snakes.

T C ‘L’

Life ows through the body of an elf as breath and

blood. It is not merely the fact of being alive, but a

relationship to Life (Ahlenh) as a tangible force of Na-

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Chap

E

ture. is deep and mystical connection is responsible

for their unusually long lives and for many of the skills

which are inherent in all elves. All magical weavings

are the result of the elf ’s relationship to and manipula-

tion of this ‘Life Stream’ (Ahlenh Gonh) (see Magic).

Even those of evil bent draw on this source of power.

N A AElves use their connection to the Life Stream to more

fully sense their environment, as well as a source of 

power for mages. In most Elves, it manifests as a

sense of rhythm or of an underlying pulse which an

experienced and sensitive elf can learn to interpret. A

younger, less-experienced or talented elf will often be

able to dene this sensation only as ‘I am comfortable

here’ or ‘Something is amiss.’ Smart companions will

learn to heed the comments of an elf when they start

muttering about the ‘feel’ of a place or person. Unfor-

tunately, this sense is less acute in areas with a great

deal of activity, where the many crossing rhythms

cause confusion, or in buildings of stone or metal

so long ago removed from the earth that they have

become inert and dead to such life rhythms. On the

other hand, a truly gifted elf can nearly give chapter

and verse in the history of a place by listening to its

‘tales’ in this way, or detect other people and creatures

moving through the woods or mountains by their

eect on this ‘pulse’.

A

Elves have no specic alignment as a class and may

occupy almost any position on the scale, depending onthe individual and his occupation, relation to others

and general demeanor. Elves have a closely-knit social

structure and culture which lends itself to behavior

that is lawful and tends toward the good end of the

scale, within their own society. However, in relation to

others, Elves tend to the Neutral or Chaotic Neutral.

ey usually hold themselves aloof from non-elves

and unknown groups of other elves and tend to serve

the interests of themselves and their family, clan and

friends ahead of others, though they do have some

cultural imperatives which will dictate behavior on

a much larger scale. ey may seem to do things

impulsively or for reasons obscure to non-elves. eir

cultural arrogance makes them less worried about

how they are perceived by non-elves, so long as they

meet the expectations and standards of Elven society.

uc hnm c, thu t e t y  gn ay t yegt, s f nc g h vr 

cm bac, ste ay k m n ngng bby. f. h ly crer t r,magng hrs vry r. c brly t lev ts lac n cp t ly grs.

M

hv rvng r erly n hv eace t ed t tr r l. hpe th l to lng t oa, y c ste gn n ng cud c by rv, qt ln, t ed t r tf. s ttly fr , t, t k l  t -hf o grn k th. d’ t n , thu hl hf o by r- ng, yf, v thu le s r-ne clo n r r s. n say th nre  n ad qt ltl t c s rbly t ly e o c by t oaid. n t clo s cpinly c.

qt crt ts r s hte. r 

drn ha l, tr r m , k n t rnc, thu tr s n  

. wer s m r rs crer   tru t hadws t ed r c.htvr s hv igtne ay by t w v cm t olns t gr s. hv lt ng, r t r re letr grmts n cie lng, lndr ws n m n c r per acr tr bacs. d’ n h y c n t r tr, r t me t cm t hadws tv th n. te l t pr 

mng t ithig n t e bac t t drn. s ng.

M

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hapter 1:

E

ey do not care what other races may think of them,

either individually or as a group. Specic elves and

elves of certain types or occupations may have specic

alignments.

High Elves (E’ith Edshaign), as the representatives

of Elves to the rest of the world, will always cleave

to the Lawful Good or Lawful Neutral positions.

Elf mages will also tend to hold to Lawful positions,since the management of Elven magic (S’Ahlenh Shou)

requires adherence to narrow strictures and forms,

though the mage may be Good, Evil or Neutral, de-

pending on their personal goals and pursuits.

Evil and overtly Chaotic elves are at odds with the

operation of normal Elven society and will usually be

found outside of it, though they certainly do exist.

Elves living in non-elven cities have a greater tendency

to Chaotic positions than other elves. Elves who have

been completely ostracized from Elven society in

general are frequently Evil to some degree.

T S E

Elves are physically active all their lives. eir deep

connection to Life and their natural curiosity draw

them to experience and enjoy the natural world and to

investigate and appreciate knowledge, beauty and skill.

Elves appreciate grace and style and can wax vain upon

occasion, even to the point of individual arrogance,

though it is usually not without basis in ability, but

an elf whose self-regard is disproportionate will nd

himself the butt of jokes by his fellows. Elves do not

like to be laughed at. ey do, however, like to laugh.

Although there are many ceremonial occasionswhich Elves participate in every year, few of them oer

no chance for levity. Most of the particularly solemn

occasions of an Elf ’s life take place in company of their

entire village, town or clan, but the deepest and most

serious elements of these ceremonies are usually short,

after which the elves disperse to contemplate the event

in smaller groups or the event leads to a party which

may last days in which groups form and disperse to

reform over some other activity.

Beyond ceremonial activities, elves most enjoy

hunting, sports, music, dance and story-telling and are

excellent at all of them. ey are also highly competi-

tive in these activities and few entertainments have no

element of competition to them.

ere are few athletic activities at which an Elf will

not try his hand, however, neither riding animals nor

Eridthaign’s Journal Spring, Year 1is cousin of mine is the silliest thing I have ever 

encountered. She complains at every turn and seems to

see and hear nothing but what is obviously in front of 

her. I suppose it is only to be expeed, though, raised in

a noisy, stinking Human city. I will hope that her elven

blood will begin to rise to the surface once she has ent

some time away from such places.

I devoutly hope that she is not so deafened by her 

Bshehe upbringing that she never learns to listen tothe Ahlenh Gonh, though I will be grateful enough if 

she simply learns to eak a little less frequently. What

a chatterer! Oh, Spirits, is it too much to ask that she

might just shut up a while? I nearly missed Esheth and

Laseithahl calling to us last night because of her incessant

chatter.

s

Aurora’s Journal   y c s ry nledel ny tngs. r s vr l r m d  n t. s tly clvr stry n gogrhy n n th  cnucts t ly n,   ry go kng n th, s s t o cvng y tr as tl .   ogze y rn cyr meitly. h hv t r crf th.

M hs rce rn. r tr das  t r, y r bacid s u t  ing th accre hr th icls sadl n ncng t nv oa. n t  ha t cr t r vr. n ong hs e t tr lv rmnly n t ag  t y s u n . y cl r oke ig tru y l clo. s  

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Chap

E

sailing boats appeals. Elves are universally bad sailors,

prone to seasickness and discomfort even on large,

stable craft. e rocking motion of some animals is

too similar to that of a boat for an Elf ’s comfort and

they generally prefer walking over riding, though they

will ride horses if the necessity arises. To an elf, riding 

is a necessity, not a sport, and they do not approach

it with the competitive and enthusiastic spirit whichthey bring to many other physical endeavors.

A S

Elves enjoy things of beauty and grace and many have

ne esthetic sensibilities, which often leads those with

leisure time into various artistic pursuits. ey may,

occasionally, fall into the trap of being a bit too luxury-

loving, if they can aord it, and their own products

reect this. Elven goods are prized for their richness

of material, delicacy and detail, yet they are strong and

hardy, in spite of appearances. Elves with the skill and

time may become artisans of great repute in any of 

several elds, including leather working, jewelry-mak-

ing, smithing, carving and weaving. ey are careful

craftsmen, nearly obsessive, and it may take longer for

an elf to produce a single item than for another artisan

to create two or more. emes of Nature and Elven

History and Myth are reproduced in all Elven artsand crafts.

Curiously, elves do not seem to cleave to more

interpretive arts, like painting, preferring more direct

and naturalistic expressions. ey love music almost

to the point of distraction. An elf may be drawn

from almost any mood by good music, dancing or

story-telling. Elven minstrels and bards are said to

weave tales and tunes of mesmerizing artistry, a skill

at which they may even compete ercely. is love

of entertainment has earned them the reputation of 

being ighty, though it may not be true,

in fact.

H S

All elves hunt. It is both a neces-

sity and a sport and young elves

in particular may become very

competitive about their hunting 

prowess. In smaller family groups

and villages where hunting is

the major activity, it is highlyregarded and the best hunter

of the village is looked upon

with great respect. Elves also

participate in ritualized

hunting as part of religious

and cultural practices. (See 

Elven Myths: e Origin

and Meaning of the Sun, Moon

and Stars and Special Days in

Elven Culture and Societies:Winter Hunt/e Chasing of 

the Moon.)

As an everyday activity, both

sexes and all ages participate

in hunting in small parties to

provide food for the family

and village. Elves are excellent

trackers and woodsmen and use

their skills at climbing, stealth

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hapter 1:

E

 

and patience to stalk and lie in wait for their prey.

Hunting parties always go on foot. A hunt may last for

several days during which the party will work together.

However, the skill and prowess of each member of the

party will be noted by the rest and reported to the vil-

lage in stories over the dinner res when they return.

During an elf ’s lifetime, they will hone and main-

tain their hunting skills by competing with their peersin informal competitions of archery, javelin throwing 

and so on. Even woodlore and the laying of snares may

raise a small competition among young elves and tests

of patience and endurance are commonly set by their

teachers and parents.

In a combat situation, the Elf ’s skill with bow,

 javelin and sling stand them in good stead. However,

when combat closes to hand to hand, Elves rely on

various forms of sta and stick ghting. e E’ith

Hchoud are particularly noted stick-ghters and de-

vote much of the long, frozen winter hours to drilling 

and competing amongst themselves. ey are focused

and erce competitors.

Young elves learn a form of two-stick ghting at

the instruction of the village champion. Being much

lighter than many of the other races, Elves generally

ha t r . y r c d cr  r ots, t. st s r, r-ne clo,

c crtly tae uc ir th n – n  h – p t crng lng stnctly gr  vry r, s hr n . l hv lue, t quty s ry i r m. n le yf. h t gos th s vr. vr cr vr  n o ag r nyn! 

oday, y c ts , h eac t v cty yg, r s ly hs  hm. cls s t lrg n ef  

v ci. i v n th v  ci! cn t s k! h if   t eac cty n ce ts rl ing n ng n lng ots! 

r

I can see that Aurora weathers these crossings better than

I, though I do not think she was much happier with the

miserable craft and its obstreperous motion than I was.

At least she had the grace to keep her amusement behind

her teeth. Else I might have done something regrettable.

Never will I cross a river in a boat again! I would sooner 

swim or drown than undergo that passage a second time.

w

Loud and unendingly noisy she may be, but my cousin

shows her elven heritage in one thing, at least: she sings

delightfully. After a pause in midmorning to don drier 

cloths and eat a bit, she seemed to be in good irits,

knowing we were close to Wygethwynn, and began to

sing a pretty song about birds as we continued on our 

way. It was quite enchanting.

s

ithig tl th t ig ng s  yg r t n qno clri.rtly, tr r vr ngs s s ts ig ng. c n l hv ny ngs? ’  tly cfng? n t d’ ,  d ng . s s qt rng.  hl crt? Or ? hu th ’ 

avoid heavy weapons, like swords and heavy staves,

which destroy their advantage of speed and stealth,

preferring the paired ghting sticks (‘wiheshi’) which

are easy to carry and quick to use, with experience

and training. It is taught as a defense against attack 

by large animals or marauders and most villages and

elven towns hold a formal wiheshi competition each

year, which is much anticipated by the competitorsand the potential audience. e forms are similar to

some sword-and-main-gauche styles of blade ght-

ing, with one of the staves longer and heavier than

the other. e main sta is center-balanced and

double ended and slashes and stabs are replaced

with various striking and butting maneuvers, as-

sisted by quick blocks, feints and whips with the

more slender secondary sta. City dwelling elves

may adapt these skills into use with bladed weap-

ons, which often causes much confusion to their

opponents.

Elves also run and climb agilely and foot and

obstacle races are popular informal competitions for

youngsters and have a place in the celebration of the

Elven Winter Hunt ceremony. (See Special Days in

Elven Culture and Societies: Winter Hunt.)

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S G

In both large and small groups,

Elves enjoy music and have bred

musicians, bards and minstrels

of extraordinary power and

charm. Among themselves,

elves often turn to these

arts for entertainment inthe evenings or on holidays

and special occasions. e

spontaneous song or minstrelsy

competition is common, wherein

elves each take their turn in

attempting to sing, play or tell

a better, more enthralling story

than the last. ese competitions

may last days, during the winter.

Audiences show their approval

not by clapping, but by stamping 

their feet and nodding.

When appropriate music is

oered, Elves like to dance. Most

elven dances are rather confus-

ing to watch and involve much

turning and swinging about and

changing of partners, which

inevitably leads to laughter.

Whether or not they

compete, music, dance

and story-telling are

prized entertainments

and no social gathering of elvesis complete without a perform-

ance or community participation.

Elves who have access to books

are encouraged to read and read-

ing aloud as entertainment is

encouraged, though reading is a

comparatively recent art for Elves.

Elves, themselves, have no

native writing, so all history and

information prior to the adop-

tion of writing was maintained

by an oral tradition. To this day,

the oral tradition of memorizing 

and telling myths and histories

or of developing new stories for

entertainment is strong and vital,

r, s t ng hs rbly gn bac t s lac by . Or . ithig sas tr s lac…

r d t r ng v? rnry h k vryn ? d nyn vr n t ng s? 

M

ithig hs te th t rpr tng t c r cs s rly “v” ’t ra.’s rng r t say, t r cc t   n d’ n qt ig t . hp  c mr t tngs hs tl t 

l. pe th ’ tr . ’  cte. ng tly re. ’ ha t t l t pr t hr t u c s ong t oa erly s.sgng : ucs t s y . ’  lee t cty t rpr rs, ag.

M

s s t gre n vls cty yg?! vr hv uc tng. s r k grv 

r th k cty. s th s ef  r r-k, oln ay, ts s O  l hv pee cty. r s  rpr oa t lac.

O t ay t ithig’s hm, tru  t cr l. ,  lke k m n clen mng t, t r. ig ws dw w t r n l t l k tr t t  t rac r. t lngs t  

vng r, sng-t n l, , t n grwng togr, id by id s igtly s v  n n leng tr eac r, t  n gr t n nr, ng r  net t cngng s. r ely vng r, rly, t t , t tr ,l br n leng ng rnc layng ag t s. r oe t gr r thtcng th ls lrngly k r lo vr c t lefy rncng rts rea t pn n.

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central to the success of elven bards and minstrels,

who are much prized.

In any casual social situation, Elves will provide

entertainment for themselves, though they may be

reluctant in front of non-elves. It is not unusual for

Humans or others to attempt to ply elves with drink,

which usually does the trick but leaves the Elves

with horric hangovers. Drinking to excess is usuallyself-limiting in Elves, though young elves may forget

common sense and over indulge. Drinking as social

entertainment palls very quickly once the puking and

headaches set in.

F D

Elves, in spite of some misconceptions, are not veg-

etarians. As non-agrarians it is not feasible to support

even moderate populations on nothing but forage,

though fruits, nuts, vegetables, greens and herbs are a

signicant and much-loved part of elven diets.

Hunters by necessity and by social condition, elves

eat the meat of the creatures they hunt and use much

of the bone, skin, sinew and so on for other things.

Meat is not the largest constituent of their diet, under

normal circumstances, and they prefer all food as

fresh and simple as possible. Rich sauces and heavy

deserts do not seem to suit Elven tastes and they look 

upon food more for its value as fuel which tastes good

than for its potential epicurean delights.

Because of their active lifestyles, Elves tend toeat many small, light meals throughout a normal day,

rather than two or three large ones and usually carry

some small snack of dried meat, nuts or fruit when

away from home. ey rarely sit and eat large, formal

meals, though special occasions often include a feast

which stretches over many hours, with an emphasis on

the variety of foods presented rather than quantity or

delicate preparation. Families gathered together may

take the nal meal of the day together, but it is usually

a comfortable, casual gathering over a light meal.Elves do not tolerate milk or alcohol well and will

avoid most cheeses not only because of their milk 

content but their age. ey nd the concept of old

curdled milk quite disgusting.

Elves do create several types of fermented drinks,

themselves, though the alcohol-content tends to be

low. e do not distill spirits, but limit their produc-

tion to fermentation. Forms of mead and berry wine

are the most common, depending on what’s locally

available. Wood elves are fond of birch beer, made of 

the watered and fermented sugar syrup that can be

gathered from the birch trees in early spring as the

sap rises. Where maples are more common, a sweeter

maple syrup is used for the fermentation, instead,

yielding a sweet, thin brew with a moderate punch

more than sucient to induce giggling and giddy

behavior. When it is available, Elves particularly prizewine, but approach it with caution.

Cooking is an activity all elves participate in out

of necessity. Like skinning a deer or sharpening a

knife, males and females both learn the skill at an

early age and maintain it all their lives. Whoever is in

the kitchen when food preparation needs to be done

does it.

When food is ready to eat, everyone in the house-

hold gathers and takes their portion, serving the eldest

adults and youngest children rst. At large social gath-

erings, the same rule applies and the eldest and most

revered are given precedence, followed by the youngest

children, assisted by their parents. Once these two

groups have been served, the rest is portioned out and

elves retire to small groups to eat and converse quietly.

S E

Elves have simple rules for social situations. ey are

not too worried about which fork or what spoon is

used or if one shakes hands or bows. Loud voices

are considered rude at best, however, and spitting of any kind can constitute the most dire insult. Age

and experience are generally given precedence over

youth, though the impression that one is resting on

one’s laurels may bump them down a bit. Knives used

for eating must always be handled with caution and

respect and not waved about intemperately, lest they

be snatched away and the owner reduced to the status

of a child without a knife at all. Strong personal odors

and dirt are frowned upon.

Precedence is always given to the oldest and wisestmembers of a group. Where food is concerned, the

youngest children will be served next, as recognition

of the importance of the health of the newest gen-

eration, though they are not treated to any additional

recognition beyond that until they have earned it.

When greeting, Elves oer a nod or half-bow,

depending on the reverence due the person they are

facing. e degree of deference is based on the ac-

complishments and wisdom of the parties. On some

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Chap

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occasions an elf will oer his hand as a sign of com-

radeship. Hands are clasped at the wrist, never palm

to palm. is gesture is most often seen in sporting 

and hunting competitions or when greeting a social

equal with whom one has hunted or competed.

Elves are not noisy people, but when they wish

to raise a ruckus, they do so with gusto, preferring to

stomp their feet in place of clapping. ey smile orlaugh when delighted, but otherwise their facial ex-

pressions are usually restrained and subtle, unless the

situation aects them with great power and depth.

C F

In villages and working situations, elves are practical

dressers, preferring clothing which ts close enough

to avoid snagging on rocks or trees, but loose enough

for movement. Colors which blend with their environ-

ment are favored while at work or in casual relaxation.

Generally, they prefer leathers and moderately hefty

woven materials with a thinner, softer undergarment

beneath.

Nearly all elves keep a scarf or hat about them to

protect their ears from wind and cold. Even in ne

weather, some elves may keep a light scarf somewhere

on their person, in case of sudden breezes or rain. e

material may be anything from the lightest woven silk 

to a soft, knitted wool or fur-lined cap, and will be

gauged to suit the weather. Additionally, most elves

wear their hair quite long, except while in mourning 

(see Special Days in Elven Culture and Societies:

Funerals and Wakes), with the front and sides loose

over the ears. Most braid the back hair into a long plaitduring their working day, to control it and keep it out

of the way, but let it ow free or only loosely pulled

back, otherwise. Some E’ith Hchoud wear their hair in

a complex folded and tied bundle resting on the back 

of the neck for warmth.

E’ith Braeh avoid shoes, except when terrain

requires them, while the E’ith Hchoud prefer a soft

boot-like footgear to protect them from sharp rocks

and cold. Few elves wear gloves, preferring to keep

their nimble ngers free of encumbrance, though they

may adopt them if necessity requires it.

In cities or on special occasions, elves can be

amboyant dressers. With a variety of dyes available

in nature, woodland elves deck themselves in myriad

colors for any celebration, delighting in contrasting 

garments and bright tones. E’ith Hchoud prefer to cre-

cr clen s hpe k n tr r ny t te-r lngs rn 

t ed, thu s m c t t, r t e, vng r c tn rn t k , r glac, th ts s rly ry lrg clen ry lrg os. t ctr  t clen s n v r, qt r   t rs. s u grt, qt nci, t  r, n reang t crw k t os n cts hm. s o r c.  s v lrgr th ny th hv vr n    t z tnng net . ts  

s nv hp, s f ha ny r nc, t grw t n n cvre tf dr,u br. ts lev r dr s t m lac n hpe k hns. r s rng typ y r grwng t b t lef-ctrs uc th  ls s f t lefy hns r en racls  tr rsts. t r lws tru ts us, s s f t r ig eac dw n grb . m me s f t r s cidn n ng ts n. ithig cs ts On 

r, s f tr r r r . tr r r rn s.

d k ts . s s ry rng lac.s cty, f n c ly c cty, s  k r. d t, rng s ns, th ts lac k ny r th . s  hm r…

 Late Spring, Year 1 h pl lac! vryn s t pr n y bac n t nc nvr pe t t. n sayng tngs rng,  vryn ks pn. c  pee t ler n ndrtn ts pl lnguag f n pe ?! 

s v tngu cfns , le  s ry hr t er. y ers th tng t k . pe,  n k scrng dcid ho. ht . vryn tr s f ui. l lnguag. r t r r peng ’t h,

t…

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ate designs of one or two contrasting colors on solidly

colored garments, with intricate woven, painted or

embroidered patterns.

City-dwelling elves usually adopt whatever the

current fashion is, though in everyday wear, they

may hark to their village origins, if they have them,

and dress in the colors worn ‘back home’. With the

variety of goods available to an urban elf, their holidayamboyance can only be exceeded by the magnicent

ceremonial dress of the E’ith Edshaign (‘High’ Elves).

e kings and high king and their families dress

in their regional fashion and are not outstanding 

in their regular dress. When involved in diplomacy

or public ceremony, however, they display the most

impressive examples of elven work in weaving, dyeing,

 jewelry and weaponsmithing. Aware of their position

as representatives of Elves, they are careful to balance

their appearance to impress without oending when

dealing with other races.

Elves are fond of jewelry and often wear some

charm or signicant object at all times. Most pierce

their ears to accommodate earrings and some may

choose to have multiple piercings, though excesses

are frowned upon as dangerous to the delicate ear. For

everyday wear, elves eschew heavy or ashy ear- or n-

ger-rings as possible hazards, but may choose to wear

complex and impressive ones for celebratory events.

Some families and clans also pierce other facial and

body parts, but this is not as widespread. Ordinary

items may be made of woven leather, grass, hair or

sinew, carved wood, antler, claws, bone or stone, with

metals and gems reserved for small or special occasionitems. When an occasion comes to wear their nery,

however, they will not stint themselves in this regard.

As well as jewelry, elves always go armed. Except

for children and in the most intimate of conditions,

every elf carries a practical knife. Most carry the

knife they earned at their maturity trial (See Special 

 Days in Elven Culture and Societies: Trial/Wisdom

Ascendency) for their entire lives, though they may use

another as their primary utility tool. Knives generally

follow a local fashion as to style and display, with some

communities preferring to keep them concealed while

others prefer them out in the open.

M

hv y ly r t cty n  s s f vryn s tr c n r m cl ly in r m r typ lv r m uc. n tr r ry ny t n t r r t . s scncrng t l  t cr n ngl, rnry m  ac. ng t ig, t ac v. e t t ithig t ef crer t 

 ac t ert, , t h, rng l  igt . r r ny t n t d’ 

t cr uc r . t r qi t t udn n t g brfe! magn! t ac s f t od n r en h n lng s  d. m t r qt huty t . cn  th f, ly m t  hf-f r r. r t n ad  cm r.

s r! t g hm…

Late Spring, Year 1I fear Aurora is not comfortable here. Certainly she

has managed to make a great many of the family

uncomfortable with her sulking. ough I suppose it is a

bit strange to be among people you have never met and

know not how to a toward. And it does not help that a

 few of the family have not been welcoming. Yes, she looks

more human than elven and yes, she is loud, unhappy,

brash and foolish. But she is not uncomely or stupid and

she is our family and she WILL be treated as such and

expeed to a as such.

Whoever imagined such an tumult over Shahlainen’s

daughter? What next?

Summer, Year 1  f! hu l say th hvng ly n-qurtr v lo hrly que s uc,rtly th s t c. ithig frme  today th v y clr l v n  v r rete s ly. magn! v thu  hv vr ny t fr, t cs 

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The Life Cycle of an Elf 

Elves generally live to years. ey mature at

about one-half the rate of Humans up until physical

maturity at age or so, when their aging process

slows considerably. Elves do not usually enter sexual

maturity until about , however. ey age slowly and

many physical signs are delayed or disguised by theirphysiology and features, lending them a protracted

youthful appearance. Elves with pronounced signs of 

aging, such as wrinkles and fading of hair or eyes, are

frequently or more. ey present excellent health

throughout their lives until some major injury or ac-

cident claims them late in life, when their health will

often appear to fail suddenly. Once this happens, they

deteriorate and die quickly.

F B E C (0-15)

Infants spend the rst ve years of life in the immedi-

ate vicinity of their mother or nurse. Elven children

develop at a much slower rate than Human children

and are extremely delicate at this age. Luckily, there are

very few childhood diseases among elves, so the major

threat to infants and young children is from their own

curiosity and early-developing sense of Ahlenh. It isnecessary for a young elf to have this connection, in

order to be healthy, but, like any child, they have no

innate knowledge of their own strength and ability

and may get into trouble if left unattended.

Between ve and , elven children begin their rst

formal schooling. If the child is raised in a large village

or city, there may be other children to be schooled

with, but if there are none, as is frequently the case,

the child is schooled by the village or family as a whole,

passed from one trusted adult to the next for les-

sons in whatever seems appropriate to that adult,

including play.

Young elves attain their height early, looking very

attenuated and stick-like for the last ve years of 

this period. Facial features and bone structure

begin distinct development at about the end of 

this period.

C F M (15-30)

ese teen-age elves begin by looking rather

ridiculous. eir ears seem to suddenly becomemuch too large for their heads until head

and facial structure nally settle into their

life-long shape. Near the end of this period,

they become physically mature, their face

and body essentially in the shape which

will carry them through the rest of 

their lives.

is is the period when families

will traditionally make marriage

contracts. is is also the busiesttime for young elves who now begin

the most intense stage of their formal

education. In addition to instruction by

adults throughout their village, clan or city,

they are also expected to begin hunting,

foraging and taking part in other community

activities and duties. ere is little free time at

this stage for young elves. If they happen to live

in a village or city which has books available, they

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will be expected to make time to learn the applicable

language and read these books, if possible.

If there is an apprenticeship in the ong, the

young elf will begin this at about age and continue

their education under the supervision of their mentor

or his/her assistants or family. At about , they will

begin to train for their maturity trial. (See Special 

 Days in Elven Culture and Societies: Trial/WisdomAscendency.)

M W (30-100)

At this stage, an adult elf enters fully into village and

clan life as well as developing any special skills or

interests which they may have developed during their

Trial. Apprentices now become journeymen.

is is the time at which elves are most likely to

travel, to make changes in their lifestyle, or move

from villages to cities to continue their study or trade.

Between and , many marriage contracts are

executed and elves at last become sexually mature. Fe-

male elves are most likely to become pregnant during 

or near the end of this period.

Once adult elves have established themselves with

family, trade and place in the village or clan hierarchy,

they settle into their lives and continue with their

activities at a reasonably steady pace for the rest of 

their lives. Elves rarely ‘retire’ from activity, though

they may choose to change occupations or courses of 

study several times in their long lives.

C A

Both by social arrangement and temperament, elves

usually change occupations or emphasis sometime in

their lives. ough most will settle on one lifestyle and

pursuit which they prefer over all others, a few are oc-

cupational butteries. e average elf will spend most

of his or her life within the village or clan structure,

hunting, foraging and working, carrying out their

required duties. ey will take their turns at variousduties and will usually spend some short period at

some other interest, such as artistic or intellectual

pursuits, then return to their former ways.

Elves in cities and the most curious of scholars

may become well-established at what they do after

a period of wandering or experimentation with some

other discipline or trade. Most elves fall into lives

which suit them comfortably and pursue that quite

satisfactorily until the sudden onset of old age.

A few will always be restless, changing their

trade, study, home and lifestyle over and over again

throughout their lives. ough most elves nd them

odd, these driven and curious elves are the most likely

to become truly wise men and women, great mages,

scholars and artists, or adventurers, bards and min-

strels of wide repute.

D

Although elves live to great ages, and rumors and

legends tell of elves years old and more, they are

not immortal. If no major injury of illness claims them

early, most can expect to live about – years.

Elves are no less susceptible to accident or illness

than other races, though there are fewer diseases com-

mon among elves. Elves living in cities of mixed races

run the greatest risk of contracting a killer disease,

while elves living in villages run the greatest risk of 

death by physical accident. Neither is extremely com-

mon, however, largely because of the elven connection

to Ahlenh, which oers them a slightly better ghting 

chance against these incidents.

However, elves do die both of disease and accident

and, apparently, of extreme old-age, though it is di-

cult to say whether they die from age or just becoming 

too tired and bored to hang onto Life any longer.

When an elf becomes extremely old, it is likely that

they will suddenly be stricken with some illness or ac-

cident which will bring them to death. After the initialincident, they become extremely weak and simply fade

quietly into death in a matter of days. Lingering death

is a rarity among elves.

 Matters of Health,

  Illness, and PregnancyH H

Elves tend to be of robust health and prone to fewdiseases because of the vitality they draw from Ahlenh

Gonh. A minor illness or injury is usually looked

upon with annoyance and dismissed with no more

than necessary care. More serious problems may

meet with reactions from frowning to fear in severe

cases and the necessity of consulting with a mage.

ere are no known diseases conned only to Elves,

though, very late in life, they may become less-hardy

and more prone to illness from sources which would

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normally bother them not at all. Magical illnesses or

dysfunctions are more dangerous than physical ones

to Elves, because of the deep ties to Ahlenh Gonh

which support and dictate so much of what denes

the life of Elves.

e most common maladies in Elves are various

forms of poisoning and broken bones. ey seem

to be immune to the common cold and ordinary u.ey may suer headaches after prolonged periods in

stale or smoky air or extremely bright light, but this

is usually repaired by exposure to better conditions.

ere are a few illness of old age and elves of extreme

age may suer from dimming of the vision due to cat-

aracts and occasional aches in the joints. Young elves

usually experience a few bouts of stomach sickness

from over drinking or eating strange foods, though a

few do cross the line into true food poisoning.

Elves are particularly susceptible to nightshade

poisoning and several neurotoxins which seem to go

around the initial intervention of their natural im-

munities. Insect stings and most animal bites do not

cause them much more than discomfort, but the bites

of some reptiles and the spines of some toxic sh can

be extremely dangerous if not addressed quickly. Most

elves are well-schooled in recognizing the dangerous

herbs and creatures, though, and avoid them.

Hunting, climbing and the various rigorous physi-

cal activities of an elf ’s occupation and amusement

may lead to broken bones and occasional internalinjury from falls. Simple fractures and bruises are usu-

ally tended by the nearest friend or relative, though

greater injuries or magical illnesses and curses will

require more extensive intervention.

When an elf does become ill, injured, or has

concerns for their health during some particular time

of life, such as pregnancy, they may seek a well-known

herbal remedy or consult with a mage. As Elves do

not practice a formal religion, they do not have the

convention of clerics who act as healers, but rathera healing mage, who is especially skilled in probing 

the Ahlenh of the aected elf and creating a cure or

redirecting the Ahlenh so that the elf ’s own health will

reassert itself. ese healing mages are also extremely

skilled with herbs and spells related to health, as well

as evaluation and correction of an individual’s con-

nection to Ahlenh Gonh. ey are the only recourse

when the illness or dysfunction is magical in nature or

aects the Ahlenh Gonh connection.

Among the specialist healers are the Mage-midwife

who attends to the health and well-being of pregnant

elves and their babies and the Herbal, a sort of elven

apothecary.

P, L B

Sexual maturity comes comparatively late for elves. It

is believed that this is a quirk of their long lives andslow aging process.

Frequency of Pregnancy

Female elves do not experience a ‘heat’ or specic

fertility period but, like human females, are capable

of becoming pregnant at any point after they reach

sexual maturity. In spite of a long life span, however,

both nature and social conditions seem to conspire to

keep the rate of pregnancy lower than the opportunity.

Technically, a female elf is capable of pregnancy about

ve years after a previous birth, but it is rare for female

elves to become pregnant again so quickly. is may

be because their activities keep them too busy or that

Nature in some fashion spreads viable pregnancies

out over a greater time, or, possibly, that female elves

apply minor manipulations of Ahlenh Gonh to insure

that their pregnancies occur at the most propitious or

convenient times in their lives.

In practical terms, female elves having more than

one pregnancy average - years between pregnan-

cies and usually cease to have children after the ageof or so. Most do not have their rst child until

about the age of , though they become sexually

mature at . e average family size among elves

is three children, though this is a mere mathematical

statistic and does not reect social or regional dier-

ences in lifestyle which may aect family size. Twins

are an extreme rarity and most pregnancies result in

a single child.

Length and General Stagesof Pregnancy and Gestation

An average pregnancy lasts days, or about

months. Pregnant elves maintain activity levels up

through the rst year, altering their usual routines

only in the last six months, when physical limits force

such changes.

At the rst signs (lack of menstruation, lethargy,

sensations of ‘change’ in the Ahlenh Gonh, changes in

appetite and taste, increased aggression), a pregnant

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elf will consult with a mage-midwife and participate

in certain ceremonies to examine and maintain the

Ahlenh Gonh connection between mother and child

as well as strengthening and examining that of the

mother, herself, fortifying the pregnant elf for the

rigors and changes of pregnancy.

During the earliest stage, the pregnant elf may be-

come unusually sensitive to smells and tastes and reactto them in atypical ways, such as sudden aggression or

crying, extremes of hunger or disgust with food, and

obsession about having certain odors nearby while

others are exiled from the house for the duration. is

stage generally lasts about weeks, with the sensitivity

gradually fading to only slightly above normal for the

rest of pregnancy. Pregnant elves may retain a height-

ened aggression and quick temper for the rest of the

term. In the remotest villages, where even pregnant

females must hunt, this may be of great service.

e pregnant elf will display few physical signs,

initially, except for a slight weight gain and changes in

hair color. Many pregnant elves will develop colored

streaks or fading of their normal hair color which

seems to create a greater degree of camouage.

At six to eight months, the typical swollen abdo-

men becomes evident and grows steadily larger for the

next ve months as the fetus within develops. From

this point until the one-year mark, bulk slows while

development shifts more to internal structures.

e nal six months of pregnancy is marked bya sudden spurt of growth, followed by a slow-down

while nal development nishes. is stage is very

energy intensive and the elf will be tired and hungry

most of the time. She may become grumpy and will

wish to sleep more than normal. During the last six

weeks, the mother-to-be may again require the assist-

ance of mage-midwives for various ceremonies and

examinations.

Labor and Delivery (Processes, Attendants,Traditions and Superstitions)

e onset of labor is marked by sudden change in the

Ahlenh Gonh connection between mother and child

which most pregnant elves experience as an uncom-

fortable ‘twisting’ sensation as the connection prepares

to sever at birth. At this point, the mage-midwife is

called in and the rst in a series of magical discon-

nections is performed to ease labor. First contractions

follow within an hour.

By tradition, a ‘bower’ is prepared by family

members for the delivery. is is usually done by

bringing fresh plants, owers and fruits into the house

and arranging them around the top and sides of the

bed. A cupful of earth is spread under the bed if it is

not already resting on dirt. Lilac or some other clean-

scented ower and feverfew are placed at the head of 

the bed to provide a gentle scent and in token thatthe mother and child will have an easy labor without

complications. While none of this is required, it is rare

to attend an elven birth in which at least some of these

things have not been done. eir purpose is to provide

comfort for the mother during and immediately after

the birth.

Other female family or clan members will attend

to assist both mage and mother. A second, lay midwife

will attend to the physical requirements while the

mage-midwife is responsible for all details related to

the Ahlenh Gohn. e father remains nearby to be

available for the ‘bonding’ ceremony which will follow

immediately after delivery of the infant.

Elven labor proceeds quickly up to the point of 

delivery, when things often slow down as the physical

issues become most pressing. By tradition, only

females are allowed to attend the mother during the

birth itself, though male relatives may assist in the

preparation of the room and materials during labor.

Once delivery begins, they are banished from the

room until the infant has actually made its appearance,when the father will enter for the bonding ceremony.

No other males will be allowed to see the baby until

after this ceremony is complete as it is believed that

the child’s spirit will attempt to bond to the rst male

elf it encounters and consider him its father regardless

of biology.

As delivery begins, the mage-midwife will make

the second disconnection, magically severing all but

a thread of the Ahlenh Gonh connection between

mother and child to protect both from the risk of death from disease, accident or extreme exhaustion

believed to be ever-present during delivery. Elves

believe that if this is not done and mother or child

falls ill or dies before it is done, the other will soon

follow, unable to untie themselves from the failing Life

of the other.

As soon as the baby arrives and makes its rst cry,

the father is ushered in for the bonding ceremony. e

nal disconnection is made, by symbolically breaking 

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a long, red thread or yarn, which is then tied to each

of the parent’s wrists and wrapped loosely around

the baby’s chest. e mage-midwife casts a spell and

asks for the blessings of the child’s ancestors during 

the very short ceremony and the birth process is now

considered complete.

A birthday feast is usually made up nearby and all

members of the village attend to wish the new parentswell and formally oer their protection and support to

the new child. (See Special Days in Elven Culture and

Societies: Naming Days.)

Birth Rates and Birth-related Mortality

Birth and survival rates among elves are slightly higher

than death rates. Mother and infant mortality is low.

About one in eight die during labor and delivery or

immediately afterward of some complication. e

most common cause is fever or infection, followed

by extreme exhaustion. Another small percentage of 

children die by disease or accident in the rst years

and, as Elves are hardy and not particularly prone to

disease, the population of Elves, long term, is growing,

but very slowly.

Family and Elven S∂ciety

E F S T

Elves of all types have extremely strong family ties

and hold their rst loyalty to family and friendships

formed in childhood, especially those who share a

naming-day (See Special Days in Elven Culture), who

will be regarded as brothers and sisters. Some elvesdevelop such close ties to particular family members

or friends that they become extraordinarily aware

of them through their mutual connection to Ahlenh

Gonh. It is a tie which can be both supportive and

trying.

Most elves spend their entire lifespans in the village,

town, or city in which they were born and necessarily

maintain contact with immediate and extended fam-

ily. Farther-ranging families and the families of urban

elves, though seen less frequently, are no less important

to the members and distance will not change the

weight or expectations of the relationship.

With such close family ties, elves are often related

in one way or another to everyone on their village.

erefore, the entire village will undertake the raising 

and training of young elves, though the principal re-

sponsibility will rest with the young elf ’s parents and

older siblings, with whom they live most

closely. Elven communities are highly

supportive and protective of children

and pregnant females.Most elven children are born to mar-

ried couples, but a couple need not be

married to have children and pregnancy

will not usually be the cause of a mar-

riage, since most marriages are made

by contract between families and occur

before sexual maturity. Parents share

equally in raising children, wherever

simple biology does not intrude.

e relationship between Elvenparents and their children is a bit

dierent than that of Human parents

and children. While a young elf 

matures more slowly, they will also

become and remain mature adults

for a longer time and it would be

impractical for parents to attempt to

maintain apron strings attachments

to their ospring. Once maturity

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and wisdom have been reached, the child is expected

to act as a full adult and the parent to treat them as

an equal, though the call of family responsibility will

always tie them together.

Elven children generally live with their parents and

immediate blood family until they complete their ma-

turity trials, marry, or begin a journeymanship in some

trade, when they will be expected to establish homesof their own. In very small villages, they will not move

into a house of their own, but will add rooms onto

the family home. In such a situation, there may be four

or more generations living in one house. If Elves do

move into their own home, they usually stay near their

closest blood ties.

Elves living apart from their family still heed the

call of familial duty and desire and will oer housing,

assistance or whatever they can when asked by family

and friends. Grumbling is rare, because the extension

of one’s own goods, comfort and capability for the

good of one’s relatives and friends is simply considered

the norm. Only a very unusual Elf in very unusual

circumstances would consider refusing a friend or

family member or refusing to take part in raising an

elf-child.

M

Elves and Humans can interbreed and have been

known to, though the reticence elves often display

toward non-elves may make such a relationship the

cause of many raised eyebrows. e resulting ospring 

have attributes of both the elf and the human. Multi-

ple crossings may also occur and because of the regard

in which elves hold family, even a person with as littleas / elven blood may be considered both ‘family’ and

an Elf in the same course and consequence as closer

relations, though their full-elven relatives may sigh

and shake their heads over their non-elven attributes

or attitudes. Elves cannot interbreed with races other

than Humans, however, and most wouldn’t consider

it in the rst place.

Elves tend to marry within their own clan af-

liations, though elves living in cities or in close

association with other races may choose to marry or

breed with those outside the clan. It is rare for elves to

cross their own internal lines, however, and ospring 

of wood elves and stone elves are not as common as

one might, at rst, expect.

Half-elves, and those of less elven blood will not,

necessarily, be brought up among their elven kin. e

n tvr n n tr igrs n cl t s n tr w, ly  

y r’s tr s f. r’ as ry c t , le s t k r hn es tea y is. h s crtly r ncv th y w l vr r. hu  ndr… y i n t ts   s gr? 

r

Summer, Year 1Why did no one tell Aurora of her birthright? She gaped

in a most unbecoming manner when I tried to explain itto her. I suppose that when her mother died, and she still

tiny, no one thought it important. I should chide myself 

as well, though, since I never thought to say anything of 

it, either. But of course, we all assumed that Aurora had

been taught properly. ough Humans think of it so

dierently: a quarter of elven blood is a “taint” and not a

blessing, as if their blood was such a pure and wonderful

thing. Oh, what a tangle… How shall she ever become a

 proper elf when she is already half-grown? ough, being 

a quarter elven, she may live much longer than they

usually do. We can only hope.

s

ithig hs tng t On r.   n tr rng t magn th tr r sts vng t r, tcng vrytng d n ng s m ay. s od thu th  r s ts ay v k r. Of cr, n th ts rclr r s ,  

 gv i ng. r th vr, s f  

s vng . rhs s th ts r tcng . ay th s tn ndr ts us.

Autumn, Year 1 oday s ng ay r y clmt hth. n t l tng tly . magn vr hvng rthday rty. l tng s ry l n, ucly, ry hr. s od:  s uc r cfrtl t t rs  

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ospring of  Bshehe (city dwellers; the term means

‘spine-jangled’) or others living outside of the normal

clan/village system are more likely to be raised among 

non-elves and know their elven relatives through regu-

lar or irregular visits. On the other hand, a child born

or found in an elven village, is likely to be raised in that

village. It is rare for a child of even remote elven blood

to be unaware of their heritage, though it may happenif the family has thoroughly removed itself from its

elven contacts by distance or mutual agreement, or

if the child has been separated from its parents at an

early age. Elves rarely allow this to happen, but it may,

in dire circumstance.

T P C D

Because of some cultural similarities, there has oc-

casionally been speculation on a connection between

Elves and Dwarves. One theory suggests that in the

great depths of Time the two races were one and

that some type of evolutionary adaptation forced

them apart. Evidence to back up this theory is rather

thin, mostly based on ancient Human myths which

call both Elves and Dwarves by the same name and

attribute to them the same living areas and activities.

ere are many more points of dissimilarity, once you

get past a general description, and the fact that there

has never been a successful crossbreeding of Elves and

Dwarves makes it highly unlikely that the theory is

true. However, the discussion does sometimes popup and is hotly disputed by members of both races

with the vehemence of theological scholars in debate

of Holy Books.

Origins and Types of ElvesIn the mists of history, elves were all of a common ori-

gin. e forests and woodlands were host to the clans

of elves. Over time, the elves extended their hunting 

and foraging grounds into the mountains and somechose to call those places home, rather than trek back 

into the lower lands. e separate groups changed

and adapted both physically and culturally to their

surroundings over time.

ere are approximately three to four times as

many Wood Elves as Stone Elves. Other Elven

subgroups are drawn from both of these groups in

ratios which usually reect the general population

distribution. All elves are essentially hunters and

gatherers and eschew any type of agriculture. Where

leisure or necessity allow, they are also ne craftsmen

and artisans with a host of skills.

W E (E’ith Braeh)

e most common type of Elf and the origin of all

Elves. e rst elves were woodlanders, hunter-gath-

erers living in semi-nomadic family groups and loosefamily associations. In forested areas far removed

from cities, elves continue to live as their ancestors did,

though they have become somewhat more sophisti-

cated in the way they go about it.

e E’ith Braeh (‘free folk’ is the closest translation),

range throughout the forests and woodlands, present-

ing various social conditions depending on the size

and contact of the specic group.

e elves of the deep woods and forests generally

live in small semi-nomadic enclaves of a few closely

associated families. ese are the most ‘primitive’ of 

elves, and it is in these situations that one nds the

simplest lifestyle and the most traditional outlook.

In larger groups and clans, living conditions will be

increasingly diverse and one will nd a wider range of 

activities and occupations.

E’ith Braeh, like all elves, prefer to live as closely as

they can to the pulse of the Life Stream, no matter the

size or arrangement of the group. To accommodate

this, the woodlanders create their homes of living 

trees. Young saplings growing in thickets or certaintypes of large and fast-growing bushes are magically

manipulated to grow into interwoven walls and roofs,

creating the house beneath their still living branches.

(See Magic.) No matter the size of the enclave, the

individual buildings will be set in an arc or circle with

all doors facing the central tree. (See Elven Myths: e

One Tree/Center Stone.) When the community feels

the need to move, they simply walk away from the

house-grove, which will slowly revert to wilderness,

unless the elves choose to move back. Larger groupswill create more permanent and numerous buildings,

while the smaller, more nomadic groups may live in

a single communal house which is more loosely held

together and will revert more quickly to its wild state.

Incredible tree climbers, the E’ith Braeh use this to

their advantage when both hunting and foraging. eir

slender, wiry bodies and articulated feet and hands en-

able them to scramble up and cling to branches and

trunks with the agility of squirrels. Using their slim

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physique to advantage, they use their perches as both

cover and height advantage when either observing 

or lying in wait. As a result, wood elves prefer to go

barefoot whenever possible.

When abroad in the world, it is the E’ith Braeh 

whom a traveler is most likely to encounter. Less

geographically isolated than their mountain-dwelling 

relatives, the wood elves as a whole have much greatercontact with Humans and other races (aside from the

obvious trolls, dwarves and other mountain-dwelling 

peoples). Deep-forest elves are known to bedevil

lonely travelers in their hunting grounds in hopes of 

driving them out of their ranges more quickly. More

sociable wood elves will still greet strangers with

reserve, but rarely turn a traveler in need away. e

curiosity of young elves may, on occasion, cause them

to pull pranks on their non-elven guests.

In the past, clans would band together to raid

other clans in hard times. e woodlanders clung to

this tradition longer than smaller groups of Elves, but

have largely ceased this practice and now turn to trade

with the elven cities when the worst threatens. ey

produce textiles and wooden objects of great charm,

as well as work wrought from the bones and antlers of 

deer or other prey from the hunt. Occasionally, a bard

will emerge from the forests, though most E’ith Braeh 

do not care to perform for strangers.

eir close ties to the natural world are reected in

their art and handicrafts. Carvings and weavings often

depict plants and animals in great and lifelike detail.

e goods are shot through with their particular

magic and much in demand among humans and oth-ers for their durability and pleasing designs.

S E (E’ith Hchoud)

Fewer in number and much less frequently encoun-

tered by most races, the E’ith Hchoud (‘hard folk’)

have adapted to their mountainous homes. eir

demeanor and social structure are slightly dierent

from those of their woodland cousins.

E’ith Hchoud are more xenophobic than the

E’ith Braeh and often display a distinct sourness to

outsiders. Often taciturn and quick to temper, the

E’ith Hchoud have adopted a lifestyle which depends

on both hunting and craftwork. Accomplished metal

and stone workers, these elves do not move about

the countryside as their woodland brethren do, but

establish larger, permanent villages in homes of stone.

clrte tr m day today th d t nyn . ’s rng b n s inly 

s m, nyay. rhs s s gn t  ag r mng k th.

M

On y l udts, hth, s rce t ag. s t r r r hs le  . nc thu od, , n  k . d’ g t d’ ndrtn mng n s , k  t d. idday, re lt eac n  s ndr t r t e .

ke y ke t r, nc   igts . n hn t br t r n cle s . si th cl t ay t t ctr t rt tru t r n  vry vng tng t s cle. s me tr rng t . ie ng y hn t r, t, me k r.

hth s hn vr n.

s ly agc. grn re ay 

n me t tnng vr d c  glwe ig s r, rng t ay t t 

ctr t ert. t s t r rea  k vls r, tucng vrytng n gvng  ig n f. rl glws id t r. n s ig, t ig. ’  l, l n. cl hrly g y ret, r t ndrf rngn .

r t r pre n re  r ers, tng rs cl’ crn,   s t ndrtn. hwe t eac  , c s n rw, tuce 

, eg t gl k t rg. r r re n pre t t eac n  nge hp, lly, grwng n n hl,   s n. t b te tng n t eac te glwng igtly. t y hn ay t r n gv t n c e t eac . “h’s r uc,” si, “  c as n t l .” 

thke r t n, c ls tr k eac , v f s n. odd r 

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For preference, the E’ith Hchoud would rather modify

an existing cave or cave complex, than build of ‘dead’

stone, thus preserving the pulse of the Life Stream

within their homes. Regardless of the situation of 

their homes, however, they, too, prefer to build their

villages in a circle or arc facing a central stone mono-

lith. (See Elven Myths: e One Tree/Center Stone.)

When these homes are caves, the Center Stone willbe located as close to the center of the main cavern

as possible or immediately outside an arc of con-

nected caves, such that every home looks toward the

monolith.

e stone elves have the most sensitive eyesight

of all elves and can see in near-complete darkness,

so long as any contact with the Life Stream can be

maintained. ey also have smaller ears and a more

striking coloring than wood elves.

With fewer trees to utilize, the E’ith Hchoud have

converted their climbing ability to an agility at crawl-

ing through stopes and caverns which is uncanny.

Often maintaining sharply-pointed ngernails, they

scale clis and cavern walls quickly in search of 

the metals, gems and stone they prefer for their

handiwork, as well as hunting for food in an often

inhospitable environment. eir agile ngers and toes

allow them to move with assurance in their mountain

homes. ey are more likely to wear some kind of 

footwear to protect themselves from the cold and this

is usually a soft shoe or kind of reinforced stocking 

rather than the harder boots of humans and other

peoples.

In social terms, stone elves are less gregarious thanother elves and more prone to temper and violence,

though they rarely turn it against other elves outside

of the competition ring. (See Socializing: Popular 

Activities.) ey are more aggressive than the E’ith

Braeh in both sport competition and combat. ey

do not raid their neighbors, as the woodlanders have

been known to do (largely because their neighbors

are usually far away), but they are erce in defense

of home and hunting ranges, which is occasionally

necessary against the predations of other mountain-

dwellers. ey have an intensity to them which other

races often nd unsettling.

e E’ith Hchoud can be rather standosh towards

other elves, considering them to be ‘soft’ by compari-

son. ey are not much liked by other elves, as a rule,

which has led to unpleasantness in the past.

s th t n as s r n mm  t c er ng k ny r t 

 r s t r. sas th’s t ’ l h n th t r s s t l . y l eac n s v t . t s t  r ’ vr ha. s ry w.

Winter, Year 1  on! si s th thu v lke  k v. nyn l hv thu ’ si  lke k igs r dogs! uc hng n rgng! eag, ithig’s f, tre s f ha grw nr ea! 

M

’s tly cl . n hs ad t r hrtr. ig s t hng t . ns igng, t g cl,  sas ithig. s s clly fr. h   t d r t e l y cs g n  tru t n? l? n. r,

s lwe t g t t tr , le r    hrs. ay ’ ne bac n tc r 

y cs lev…

Spring, Year 2n l! m s n ay n   y r vr. r gr cl tm. hv ad yf , gr t er. ls ry c t y e hr.

c hrly iv ’ ve yg r   hr er! r gn t g fr dw n g t t cs n r t .ithig hs rne th ts s ry is n r cci, n th l t uc gn ng n ragng nmr.   tl b t n qt cfrtl t tng ms-- s  sgng nc ctc t-- n th f  d’ , ’ e. s hv nde t pty tmac m t .

n y in s gn t re today! 

ay k sa, es ’  

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U E (‘Bshehe’)

Because Elves are not agrarians, it is necessary for

large communities of elves to indulge in some kind

of trade for food and goods which may not be avail-

able to them otherwise. Elven businesses are most

frequently operated by a family or clan representative

with various artisans and workers coming and going 

over time, so that they may work for a while, thenreturn to their families and homes during the hunt-

ing seasons, or at longer intervals, if necessary. is

can be confusing to non-elves who become used to

one proprietor only to arrive one morning and nd

they are now dealing with a relative they never met

before.

e majority of urban-dwelling elves are not

permanent residents, to their minds, although, with

such protracted life spans ‘a short while’ may mean a

month or it may mean ten years. ere are exceptions,

of course. Occasionally, a scholar or a young elf will

nd that they enjoy some aspect of city dwelling and

stay permanently or long-term. Most elves consider

this behavior odd and out of step with Elven culture,

but they are not above taking advantage of their ‘odd’

relatives and friends if they need something which

only a city or city-dwelling elf can provide. e urban

elf will be unable to refuse such requests, of course,

since family loyalty is paramount.

Elves living in cities, whether elven or otherwise,

are usually of  E’ith Braeh stock, though the E’ith

Hchoud are represented at a slightly better ratio than

outside of the cities. Because of their dependence on

marketing their handiwork for survival, a dispropor-tionate number of stone elves establish some kind of 

workshop or trading concern in or near cities where

trade is high, usually maintained by a single journey-

man or young couple acting as the family or village

agent.

Elves who choose to live in cities long term are

usually more gregarious, less xenophobic and more

exible in their thinking and practices than the

norm. ey often adopt local customs, up to a point,

and are the most likely elves to marry or breed with

non-elves.

Other elves occasionally call them ‘Bshehe’, (‘spine-

 jangled’), which refers to the uncomfortable sensation

may elves have in cities when assaulted by the many

conicting beats of so many lives running and cross-

ing in a small area.

 gn ay s er, nc ’s ie.  e t s gn t y , ,  

s hy t rpe, h c egug ?   dnc n ng t e r y w hn s s s. le d’ l t g ie  imr. y l hr, s tr, sas th ’ eady r s i fr t, h hv t l lngr t   s edng.

, t em, tr trtmts n lay today. c rng ay ls n elwr ndrs. ny m lty n 

crmny rt t tdrs ag! 

Summer, Year 2 hv nly f d t ny r lv n. s crtly lte t nyn yg, tr, r d l k ny r f hv . s m s , r th s ive er, r ul igly t t btly t lnguag.

r s r th s tu  

m n. s n hr r b s lac n  gly s ii, cp r re vr-t  

s rlc. trtle uc th screme  rne tr . n l hv  trtle? On l t th cve tn t k i ps l v n pe. i ploz r screng, t  s nde. rbly y nty t to tn  s tly lcm, tr. s  rarnry crer.

ithig sas s ’t u, tn f    t rtr ts. ha, cr, er 

t, i ez th t l l  r t ’t ra. cl ly l  r hrs, t. n th l  tly ud.

r

Summer, Year 2Still impossible. Sometimes I still deair of Aurora. At

least our guest was not too upset by her staring at him

and screaming in his face. Perhaps, being E’ith Hchoud

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H E (E’ith Edshaign)

e kings, high king, and their families are collectively

referred to as ‘the Elevated Folk’ (E’ith Edshaign). It

is a very small group and is not genetically related,

each family to the other, though some intermarriage

has occurred over the centuries. In general, the E’ith

Edshaign are much like the people they represent,

though immediate family size tends to be larger thanthe norm.

Members of this group travel more than any other

group of elves, are often to be found visiting or work-

ing in cities and boast a large number of scholars and

wise men and women. Since it is their lot in life to

negotiate among the other kings and clans, much fam-

ily pressure is brought to bear to acquire knowledge,

skill and respect among other elves. Young members

of these families spend much of their time in study. As

they age, they are the most likely elves to be bored and

pass through a period of irresponsible behavior most

commonly seen in adolescents, called ‘shehf gohregn’

(mowing owers), as they nd themselves with noth-

ing much to do between being dedicated students

and devoted public servants. is usually passes not

long after successfully completing their maturity trials.

(See Special Days in Elven Culture and Societies:

Trial/Wisdom Ascendancy.)

Only the families of the kings are expected to

spend more of their time in administrative duties

than in other pursuits and their compensation for thisis that they participate in the necessities of food gath-

ering, trading and maintaining ordinary households

only to the minimum. Other elves or, if they are in

large, mixed cities, hired folk of other races, generally

do this work for them. ey may undertake these du-

ties, if they choose to, but most don’t, preferring to use

their leisure for more artistic or intellectual pursuits,

with the exception of hunting, because of its position

of importance to elven culture. E’ith Edshaign hunt as

a point of pride.

The Organizati∂n

  of Elven S∂cietyElven society is based on a clan system which evolved

from loose family and village associations in the

earliest days of history. Originally hunter-gather-

ers, individual families banded together for a more

ecient hunt, living in close proximity and forming 

alliances which survive to this day. As populations

gradually increased and disputes arose, larger clan

systems developed to settle them as well as to protect

hunting grounds and mediate interactions with other

clans. Finally, a series of ‘kings’ was emplaced over re-

gional groups of clans. ese kings were chosen by the

clans for their honesty, sagacity and diligence as well

as their general popularity. Above the regional kingsis the ‘high king’. ese positions are hereditary. Upon

the death of a king, the regional clans meet to select

the next king from the family, and they may select any-

one in the family, not being bound to select the eldest

child, though they frequently do. Occasionally, a king 

may press a member of his family into the position,

temporarily, if he is incapable of performing his duties

for some reason, or, in the event of total boredom, he

wishes to take a vacation. Women are not barred from

holding the position, but they are never referred to as

‘the ueen’, nor are their children called princes and

princesses. ere are no other hereditary titles.

Non-elves are often confused by the Elven King-

dom system, expecting it to have some similarity to

the systems of nobility and regency which are tied to

land-seigneurity with which most people are familiar.

Although he receives some goods and food from the

region over which he reigns, a regional king among 

Elves does not rule over a people and hold the land

on which they live, but, rather, speaks for them and is

their representative to other kings and other peoplesand issues ‘edicts’ which are more like suggestions for

the benet of all the clans concerned. Elven kings

have great diculty in dictating to the elves of their

associated clans, as elves hold their loyalties from the

bottom up: family before all, then closely associated

families, then clan, associated clans, the regional king 

and the high king last. Kings and the high king hold

their power only so long as they are respected and do

not abuse their position. If a king loses the respect of 

the elves he serves, they simply do not follow his edictsand go about their business by clan or family authority

instead. Generally, if the king or high king commands

as the people wish to do anyway, then all will be ne.

And if not… then all will probably be ne then, too.

Except for the dignity of the king, which will be a bit

bruised. e amount of goods and food delivered to

the high families each season is based on both the

availability of goods and the satisfaction of those they

represent.

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With the exception of the kings and high king, no

elf remains in a position of power or authority for an

extended period of time. But, elves do not usually

engage in political assassination and, due to their long 

life-spans, social advancement rarely comes through

inheritance. Instead, positions of authority are rotated

periodically to alleviate boredom. Elves are not fond of 

administrative chores and such, preferring to be activeand less-fettered in their pursuits. An individual may

also attain a position of respect within a community

due to his skill or knowledge.

e advantage to the extended family and clan

system is that it allows elves to pursue the things most

dear to their hearts with as little time as possible spent

doing the necessary scut-work, by farming those tasks

out and rotating through them regularly. While an

elf is engaged in the discharge of these duties, he

will receive respect and support from his fellows

commiserate with his performance. If he performs

well, he will be rewarded by elves grateful that the job

was well done and they did not have to do it. But if 

he performs poorly, he will be sneered at and treated

with contempt. Socially, it is the worst thing an elf can

suer and most will avoid incurring the contempt of 

their neighbors, even if it means performing a task or

duty they dislike. No elf wants to get a reputation for

being lazy, slipshod or derelict in their duty to family

and clan.

Elves who lose their reputations, who engagein evil practices, take no heed of their community’s

strictures and preferences or cause harm to others or

bring harm to the community, clan or family will be

ostracized. ey are usually marked in some way and

driven from the community to live alone. From that

moment on, they are no longer regarded as true elves

and will be treated as dangerous strangers by any elf 

who meets and recognizes them.

T S EPrior to the establishment of the Elven kingdoms,

the only elves were the E’ith Braeh. At rst, existence

was dicult, as with most hunter-gatherers in small

populations. As birth rate outstripped mortality,

population grew and it became necessary for the elves

to expand outward from their traditional hunting 

grounds and establish other territories. While elves

moving into fringes of non-elven cities continued to

align themselves with the traditions and contacts of 

the E’ith Braeh, elves moving into the mountainous

regions found some of the traditions and practices of 

the wood elves to be impractical or constraining. e

clans began to argue amongst each other.

Traditional wood elves claimed that the mountain

clans were threatening the fabric of elven tradition

and life while the mountain-dwelling elves refuted

this position with the argument that they had nointention of destroying anything, but that they would

not submit to tradition and practices which were im-

practical to the point of bodily danger. e arguments

became bitter.

In response to the looming threat of outright

hostilities, the clans chose to select representatives

to speak for their individual positions and abide by

the decision of these representatives, rather than

come to actual violence. is was later called e

First Assembly, though the kingdom system which

arose out of it was not yet in place. As a result of 

this assembly, the clans who formed the E’ith Hchoud 

separated formally from certain traditions of the E’ith

Braeh and established a separate tradition and lifestyle

while remaining a single people with their woodland

relatives.

In spite of the general success of e First As-

sembly in keeping the various clans from going to

war for ideological reasons, strains, resentments and

misunderstandings between the two Folk continue

and are the major cause of arguments among the E’ithEdshaign and other clan leaders in later Assemblies.

Some would claim that the entertainment value of 

these arguments are the only reason anyone continues

to attend these meetings at all.

T C T

P C

Until recently, in Elven terms, Changelings were one

of the chief bones of contention between the two Folk.

In early times, the taking of changelings was consid-ered necessary to maintain a vital population. Once

populations were larger and more stable, Changelings

became a specic and codied tradition among the

E’ith Braeh. E’ith Hchoud, more dependent on contact

with their human neighbors, refuted the tradition

as unreasonable and disgusting. E’ith Braeh initially

refused to let the tradition go, both out of belief and

because they did not want to give in to their mountain-

dwelling cousins. In recent times, however, they have

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given up the practice for reasons of diplomacy as well

as practicality. e shadow of the contention contin-

ues to hang between the two groups, however, pricking 

their respective pride with an unspoken smugness on

one side and a silent resentment on the other.

e situation is so deeply etched in the history

and attitude of Elves that the rare marriage between a

Stone elf and a Wood elf is referred to by both sides asFeth Ahenieh (‘Changeling Marriage’) and considered

an oddity by all.

e most famous Feth Ahenieh occurred between

the families of the King of the North and the eastern

clan Chief of Sh’nei, proceeded by the most conten-

tious and dangerous betrothal in Elven history.

Elven PlacesG S

Elves prefer living in natural surroundings, in shelters

which are simple and clean and well ventilated. Elves

abhor closed, stuy places and may create extremely

clever ventilation systems where necessary to main-

tain the ow of clean air through their living quarters.ey prefer elven goods over any other and enjoy

displaying one or two valued items in their homes

and on their persons. Woodlands, forests and the rare

 jungle are the most common places to nd elves, while

mountains and rocky highlands shelter others. Elves

do not care for travel by water but do

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seek out sources of fresh, clean water for household

use. Even city-dwelling elves prefer to be near a clean

well and live in quarters with many windows which

open onto clean air. Or as clean as they can nd.

S L

e largest enclave of  E’ith Hchoud, Cheritheigh, can

be found in the Northern mountains, while smallerE’ith Hchoud villages exist in the West and East.

e largest of the few, rare Elven cities, Wyegth-

wynn, lies just within the forests of the West. It is

often considered the Elven capitol and the great

Assembly Hall lies here. It is a major center for trade

with other races, though open market days are strictly

regulated and accommodations for non-elves lie out-

side the city proper.

Other, much smaller trade centers exist, scattered

on the edges of forests and woodlands, many no

larger than trading posts. e elusive jungle-dwelling 

elves of the Southern tropic zone do not have a large

enough population to gather into one central loca-

tion and call it a city. ey conduct all their trade by

sending representatives to larger cities of other races

nearby.

 Magic ( ’Aen ou)

Although all elves experience a connection to the Life

Stream (Ahlenh Gonh) not all are able to manipulate

it themselves. Learning to listen to it is a trained talent

which some never fully master, but is certainly not

considered extraordinary. Additionally, most elves

would not consider their minor manipulations of Ahlenh Gonh to be ‘magic.’

However, elven mages can truly be said to work 

magic by drawing on their connection to Ahlenh

Gonh. Elves call the process of magic S’Ahlenh Shou

(‘Life’s Speech’).

House building is one example of  S’Ahlenh Shou

at work. e mage or mages eectively coordinate

and take control of the entire community’s collective

connection to Ahlenh Gonh and direct that power to

reshape the trees, plants or stones of their new home

into a more desirable shape. ey do not brute-force

this re-shaping, but ‘suggest’ to the object that it would

prefer to bend its own life in the desired direction and

assist it in changing its direction by channeling the

available power into the object until it has made a solid

transition. is is a particularly slow and exhausting 

and traveling as much as he must, Dahln has a greater 

tolerance for raised voices and bad manners. We shall

have to wait and see what comes of all this.

s

y c ine nr h, today. hv  r r th er n ly d scvr th  d t yg s s hm. rg th s ready l by y tnrs, thu s  

 ng by t scl r ’t ra. ,vng r t ers t cty s r . ndr f v v lng nu t s “e” hm.

y y gu, rbly nci hag by t m ithig did t g hm ag. hu,f ucy, rhs ’ y m c r ng tru n vr ie by .

r th l d tid  cty. s n, r , v thu ’ p y hr m t oln t y teacrs n cs. rng r f t t.r n e m cty n rfng t tay v n. n t c ,  

ay th s . n d’  n ’ erly hpl t m tngs, , m  

s r e r ci, .

Midsummer, Year 2r s mng sqing r gu, . l m t hte y c, f ude ly by t gln tty s gz. t  t go trs le n. s  ry scis . ru t ef  gtn t n t w r cle, ,scng t m i. ru t m te n t l r gu gv l hv ce pr. hv ude r m n ploze, ly lke ay n si ng. ithig le , t he ag ry qcly. thu s udd l s l s qt od, s f s tng mng ’ vr ha cci t t, fr.is, th.

n d cl to tng .

s stracng, y thuts ndr bac t 

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application, but the end result is esthetically pleasing 

and has a far lighter impact on the balance of Life in

the area, since it is merely a redirection of energy, not

a complete transference or annihilation.

Occasionally, an elven mage will take up Necro-

mancy or some dark art, but even though they may

be able to acquire additional sources of power, elven

mages always draw on Ahlenh Gonh in some way. Evenspells which revolve around Death are merely using an

aspect of S’Ahlenh Shou. Often this requires drawing 

Ahlenh away from and object, rather than drawing 

Death into it. is can be extremely dangerous as the

power drawn must be sunk into something. Simple

dissipation of more than the merest hiccup of Ahlenh

can result in catastrophic explosions and while that

may, sometimes, be a desirable eect, it is not some-

thing to be done lightly.

In any case where Ahlenh is transferred, released or

annihilated, rather than simply redirected, the loose

or excess energy must be managed in some fashion.

Most frequently, the mage will take on the additional

Ahlenh personally. en they are faced with the choice

of how to ‘burn it o ’. Some mages convert the energy

to light, heat, sound or wind which will storm around

them and the general area until a balance is reached,

leaving the mage exhausted from the two-fold eort.

Others, especially Necromancers, may simply keep it

within their own bodies, which gives them apparent

youth, but the cost is very high: like running excesscurrent through a wire, it burns the machine out faster

than normal. Elven Necromancers lead unusually

short, but powerful, lives. Elven mages often prefer to

work in teams if they can, with the more experienced

of them managing the main spell while the less-expe-

rienced manage the power dissipation.

Elven Myths

Elves have a great many myths and legends. Some of the principal and most universal are given here.

O P E C

While some people have claimed that elves hold all life

as sacred, this is too simplistic a statement. Elves are

not starry-eyed pacists. To an elf, Life is the highest

power there is and it is a thing to respect. One’s own

connection to the Life Stream is a gift with a certain

duty attached. It is incumbent upon the moral Elf to

address Life wisely in all his dealings and to seek bal-

ance in his actions. Any undertaking must be weighed

against its overall eect on Life.

Elves do not practice a religion, per se, but rely on

their sense of the Ahlenh Gonh and communication

with its attendant Spirits to guide them into the

proper paths of behavior.

T O S, M S

At the beginning of Time, that which was the Life and

that which was the Void struggled against each other,

for that was their nature. From the heat of their strug-

gle came forth the rst planets of the Universe. ey

were so very hot, like molten metal freshly poured,

that they steamed in the inky sky, creating a fog which

froze into crystals and jewels in the ice-cold Void and

these became the stars.

As the planets cooled in the chilly Void, one

cracked like an egg and spit forth its molten, ery

yolk. e re loved the Life and the Life loved the re,

though they could not live together always. e Void

was jealous of the re and took its shell away, molding 

it into a cold, hard ball which had no door for the re

to return through.

e re tried to return to its home, but found it

could not. It circled and circled around the planet near

where its shell lay, looking for the door which never

was. In pity, the Life gave its protection to the home-

less re that it would never go out until the end of Alland this re became the Sun which shines upon the

Earth with the power of Life, keeping the inky cold of 

the Void at bay.

So that it would not burn the little planet, Life

lifted the cold shell up into the sky nearby and the shell

became the Moon, which keeps the re of the Sun at a

safe distance from the planet, which is Earth.

T S L

On the still-warm planets of the new Universe, wispsof steam and sparks emerged from the new-made sur-

faces. Most were captured and gobbled by the hungry

Void but on the Earth, which was beloved of the Sun

and so stayed warm, the wisps of steam and spark hid

behind the shadow of the moon and did not get eaten

by the Void. Warmed by the Sun, which burns with

eternal Life, the steam and sparks took form and life,

themselves, becoming the spirits and forms of Nature

and of Life on Earth.

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T C E

W

e spirits of Life, alone and exposed upon the new

Earth, called out to their Mother. “We must have

homes and work or we shall languish.” Life touched

the surface of the barren Earth and created the land.

e jealous Void looked upon the edgling Earth and

touched it with his cold, with the ice of his frozenstars, hoping to freeze the little planet. But the Sun

shown down upon the frozen earth and melted the

frozen stu of stars which became the great oceans.

Where even the Sun could not melt the stars, they

froze to the Earth and became the great Mountains

and Seas of Ice.

With such clay as Life and Void and the Sun

had created, the spirits of the Life and of the Earth

formed the plants and the animals, created the races

and peopled the Earth with their creations. Among 

the rst of the races were the Elves, who much

resembled the Spirits. “You, alone,” said the spirits,

“shall see us and you shall know us and assist us in

this great work, which shall be the Earth and the

Life. And for this you shall live long and be our best-

beloved.”

T O T/C S

“All Life springs from but a single root, all forests from

but a single tree.” At the center of the great plains of 

the Earth, the Spirits brought forth a great tree (or

great stone). “Here shall we dwell; here, where our

home reaches up into the sky, toward our jealous

father, the Void, where our home reaches down to the

warmth of our mother, the Life. Here shall we dwell.Here shall you call upon us and here shall we wait

upon thee.”

Each Elven village and each city shall have its One

Tree or Center Stone, the center of its Life and Spirit,

which stands at the exact center of the village or city

and toward which all homes face. e cleared, egg-

shaped area around the center is called the ‘focus’.

T A

When Elves die, their spirits rejoin the great heat

of Life which rests at the core of the world and are

reborn as Spirits to continue in the building and keep-

ing of the Earth. e body of the Elf is no more than

the shell, shed at death, like the skin of a snake so that

the light spirit of the Elf may travel with speed to the

heat of the Life, unburdened by the physical weight

cttly. rbly s t ly gr ,trle by ytry. O, s tly cfng…

r

MiDSummer, Year 2

Dahln returned to eak to me today, so I sue there

might be something there. He’s an odd one, even for E’ith

Hchoud. I would never have sought a Feth Aheneih, but,

 perhaps, it is a better idea than it seems, on the surface.

We shall see what comes to pass at Renewal.

s

 Late Summer, Year 2 ler t t rl s y lv d. hv   ng n tly ste.  s ry… rnry. , t r hn,  n me ny r re t th s. th i n n go, i  … ngly. cl hv nr 

tr, cp th s ng cl r r 

evly drte n nr letr th .  s ry les t , thu, n ts .

rtly r th d, uc t vryn’s ag. ig r n erly lnde qt to  t frnt dr t ng s tng. h  . s jty s ry c , thu.n i g nr dr, ltr… , mn i; , th . n ithig i’ v lu r ng .

r

Late Summer, Year 2Dahln has been delayed here a few days longer than he

had expeed and will stay another evening or two with

us. Or this is the excuse he gives. I sue his real reason

is my red-haired cousin, Aurora. I was not wrong to

sue that there is something drawing them together.

After dinner last night, Hesheagn persuaded him to

 play the ute a bit for her. She seems to love the sound

more than ever now that she is heavy with child. We all

 played and sang a bit until Dahln started in on a tune

we did not know. It was something he had heard on his

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of body and unafraid of physical hurts and pains. For

this reason, Elves do not preserve or prize the body

once they are certain that the spirit has escaped from

its shell. To do so would be to cause confusion to the

spirit, unable to y as swiftly as it should, burdened by

the weight of its cast o shell and trying to return to

it if the empty body remains long intact. To ease this

confusion, the body is made as light as the spirit andthe wind is allowed to take it away, so that the spirit of 

the Elf may speed to the core of the World.

T E W

e Void is ever jealous and hungry, ever striving to

reign supreme over the Universe. us do Life and

Void, Mother and Father, continuously struggle. In

the reaches of Time ahead, the Spirits of Life shall be

overcome by their own creations and shall be driven

back into the heat at the center. en shall the Void

encroach on the hearts and minds of the races of the

Earth.

e One Tree shall wither, the Center Stone crack 

and crumble. In the spirit of the hungry Void, shall

the races of the Earth turn upon each other and, cold

and seeking heat, scald the surface of the Earth such

that no living thing shall survive. And the spirits of the

Life and of Elves shall return to the center and await a

call from the Life to begin anew.

 Special Days in Elven  Culture and S∂cietiesW H (T C M)

On the Winter Solstice, the elven hunting season

ocially ends and the long, cold winter of other

activities begins. Much time is spent before the event

in readying the markers and ceremonial clothes of the

participants. During the actual Chasing of the Moon,

every participant wears garments and a wallet or pack 

of yellow or orange, dyed with a boiling concoction of yellow ower petals, stamens, and yellow onion skin.

e color represents the re of the Sun, which it is

hoped will soon come to dispell the cold and death

of Winter.

A special set of thirteen carved stones is taken from

storage and prepared for the Chase. ey are thick,

at stones about the size of two adult sts side by side.

On these markers are inscribed symbols or pictures

of signicant events in the history of elves and of the

village or clan. ey are the property of the village

and are carefully stored away every year in some place

known only to the village mages. Before the event, they

are taken out of storage and carefully cleaned and new

blacking applied to the incised markings while bless-

ings are asked for the the coming day. Since Elves have

no writing of their own and these markers predate the

adoption of other writing systems, the markings area form of stylized pictograph. e symbols are very

simple and geometric and the most common are sun

disks, crescent moons, wavy lines of rivers, expanding 

circles for oods, triangular mountains, and ‘T’ shapes

to represent people.

In the morning of Winter Hunt, all of the adults

of the village may join in the last, ocial hunt of the

season which lasts until sunset. It is often the rst

major hunt of an elf ’s adult life and many young 

elves proceed into this occasion with competitive

delight. From sunset to midnight, food preparation,

dining, athletic competitions, and tale-telling usually

takes place between napping and preparing for the

ceremony of Chasing the Moon. During this period,

the mages and elders of the local assembly go out from

the village or city in all directions, leaving the thirteen

markers at various locations to create a circle or oval

around the village.

Chasing the Moon begins at midnight. On foot,

every adult elf who is able begins at the western edge

of the village or city. At the appropriate signal, theybegin to race out to the edge of the wilds, searching for

the rst marker. Once found, they proceed clockwise

until they have found all of the markers. en, coming 

back to the edge of the village, they run across the

focus to beat the rising sun to the eastern edge of 

the One Tree or Center Stone. uickly, before the

sun rises, they read or call out each of the symbols in

turn, chasing the moon away with the history of the

creation of the World, welcoming the Sun as dawn

approaches, symbolically urging the winter to beswiftly past and for the sun of Spring to come soon. A

crowd of younger elves often chases along behind, not

actually part of the competition, but eager to enjoy the

chase, anyway.

e chase is both wild and serious, made with

whooping and noise to chase the cold moon on its

way and with the enthusiasm of natural athletes,

while the runners compete to collect the markers and

demonstrate their prowess. Yet, the assembling of the

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markers is a grave pursuit, for missing a marker may be

taken as a sign of bad luck for the village in the coming 

year. Misfortune during the Chasing of the Moon may

be a sign of misfortune to come for the entire village

or clan and the markers must all be found and read

out, in the proper order, before the sun touches the

ground at the roots of the One Tree or Center Stone.

If the entire history is not called out, the Winter Moonwill continue by as many months as the number of 

uncalled markers. If none of the markers are found or

if none are called before the sun rises, a disaster of epic

proportions will come before the end of the coming 

year. Some elves believe that losing all of the markers

in the snow is a sign of the coming of the End of the

World. (See Elven Myths: the End of the World.)

R D

(T O T/C S C)

On the Vernal Equinox, Elves celebrate the continua-

tion of Life. is is both a celebration of Spring and

the seasonal cycles as well as an armation that the

End of the World has not yet arrived. It is traditional

to wear green garments or scarves on this day and eve-

ryone carries their knife exposed on their belt, to show

that they are prepared to defend the tree or stone with

their lives. Children too young to handle sharp blades

may be given a knife-shaped bit of wood to carry.

As dawn approaches, the entire community

gathers around the One Tree or Center Stone in thevillage focus. A procession of mages and elders wends

its way around the focus and to the center where

various incantations and prayers for health, safety

and prosperity are oered. ese vary by location and

are specic to the needs and situation of each village.

Among the E’ith Braeh and the E’ith Hchoud, the

ceremony itself diers.

e woodland elves gather a small number of fresh

leaves from the tree and carefully break them and touch

the resulting green sap mixture to the forehead of eachperson in the village, arming their connection to the

Life through the Tree. Because the shape of the leaves

of the One Tree mimics the shape of a human hand,

the leaves are carefully plucked one at at time as if one

is shaking hands with the tree. e leaves are placed

into a basket which has been lined with a pale green

silk or cotton cloth or birch paper, then taken to the

Eastern side of the focus to be prepared by the senior

mage in sight of the assembled village.

e mountain-dwelling elves wait until the sun

has touched the Center Stone where the senior mage

awaits with a ceremonial knife of int or obsidian.

en each in turn approaches the stone (assisted if 

necessary), touches the sun-warmed part of the stone,

and pricks a nger of that hand with the knife to leave

a single drop of blood at the base of the stone as a

symbol of the Life they have drawn from the Heatof the Center. e ceremonial knife is then washed

in water from the closest spring or freshet which is

poured over the stone as well. e knife is unique to

each village and is carefully preserved by the senior of 

the village mages and kept in a secret place until this

date. If the knife is lost or broken, it portends bad luck 

for the village and the death of the mage before the

next Renewal.

As each elf receives the sap, or leaves a drop of 

blood, they repeat the appropriate version of the

Renewal prayer, adapted from the myth-tale of the

One Tree/Center Stone: “All Life from a single root/

source, all forests/mountains from but a single tree/

stone.” ey may expand the prayer with a personal

request for the blessings of Life to be bestowed upon

themselves and their families and complete it with the

phrase, “I am one of many, one of One. My life ows

with the Life of the World.”

After the ceremony itself, the rest of the day is

given over to feasting and entertainment. In larger

villages and cities, the preparations for this celebrationmay take a week of hunting, foraging and working of 

crafts. Villages are gaily decorated and small gifts may

be exchanged. e winter’s work is displayed by arti-

sans and discussed by everyone. Some business may

be conducted, including the contracting of marriages,

which are traditionally made on this day (though they

may happen at any time). Many elven couples marry

on this day and not a few children are conceived. It is

the most important day in Elven Culture and a time

when enmities are to be set aside.Renewal Day is the beginning of the hunting and

foraging which is the chief activity of most elves.

N D

Infant elves are given temporary names for the rst

few weeks or months of their lives. ese names

are usually somewhat simple or nonsensical, such as

‘shishu’ (puddle) or ‘afehlah’ (little mouse). Once each

quarter, Elves recognize the family and clan members

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who were born during that quarter of whatever year.

e purpose of the brief ceremony is to name the new

child to the Spirits of Life, so that they will know

him or her, properly. All older elves owning the same

naming day will also speak their names, to remind the

Spirits that they, too, are still present on the Earth.

Elven names reect either the parents’ hopes for

their child or some person, thing, or event they hopewill inuence the luck or behavior of their ospring.

Many small-village elves are given some variation of 

the words for ‘good hunter’ (‘feshal erthadign’). ere

are few gender specic names, though some elves

dierentiate between men and women by adding a

vowel or ‘h’ to the end of names belonging to females.

Other common names include variations on the

seasons Spring  (gahneh- ‘green season’), Summer

(hanseh- ‘soft season’), Fall (apseh- ‘chill season’), and

Winter (hchoudneh- ‘hard season’) so a child of either

sex might be called Erthadiganh (‘hunts in the Spring’),

but Gonhgoreghn (‘spring owers’) is likely to be female,

and a child named Shouhanh (‘speaks softly’) might be

expected to be a silent, well-behaved adult or a good

diplomat. e syllables of the words will be modied

to create a name which sounds pleasing to the parents’

ears, even if the meaning is slightly shifted as a result.

City-dwelling elves and E’ith Edshaign may, oc-

casionally, give a name which means nothing, but

merely sounds euphonious and pleasing. E’ith Hchoud 

are more likely to give names which refer to animalsthan are E’ith Braeh. For instance, Dahln (‘panther’) is

uncommon in the lowlands, but crops up occasion-

ally in the mountains, even though panthers are rarely

seen there, being a jungle animal.

New infants have their proper name bestowed

upon them and they are ‘introduced’ to their larger

family or clan, as well, at this time. Usually, they are

given small gifts of useful items on their rst name day

by the elves whom they share the quarterly event with

and these elves often become their particularly closefriends and associates and are considered as close as

brothers and sisters.

e event itself is quite short and solemn. Im-

mediate family gathers under the One Tree or Center

Stone (in the assembly hall if the weather will not

allow an outdoor event), and calls out the name of 

the child. en, in order of age, youngest to oldest, all

the other elves of that quarter step forth and say their

name and present their gift, which may be anything 

from a secret whispered into the infant’s ear to a small

bauble or item of clothing. If no infants were born that

year, the ceremony consists in each elf of that quarter

stepping close to the One Tree or Center stone and

speaking their name quietly to it.

Once the ceremony is complete, a blessing upon

the named is said by the company and then the

community disperses. In larger villages, a communaldinner may be had, but it is not a standard tradition.

From this moment on, an elf will be called only by

their ‘ocial’ name. eir infant name is considered to

be shed like a snake’s skin.

T/W A

At about -, young elves are considered to be

adults. (See e Life Cycle of an Elf: Childhood to First

Maturity.) ey have completed various training and

physically matured into adult bodies and skills. Now

they must prove to their community that they are

ready to assume the duties of full adults by undergoing 

a physical trial and proof of education in the arts and

skills required by their community. e specic skills

tested may vary according to the requirements of the

community they live in. Urban elves, for instance, may

place a higher emphasis on reading than on physical

prowess in hunting and foraging, while small-village

elves may test only hunting and oral tradition.

Trials are usually conducted at late summer to

early autumn, when a young elf ’s mentors and com-munity judge that he or she has attained the skills

required to a satisfactory degree. is is usually about

age , but is at the discretion of the community. All

elves, regardless of gender, undergo the same trial to

the community’s satisfaction, the only exception being 

that apprentices will be tested in the knowledge of 

their particular art as well. Most trials take two days,

though some may taken longer, if a complex art or

skill is to be demonstrated.

e night before the trial, the young elf is expectedto contemplate their training and their position in

their community, to think on their connection with

the Life and consider their readiness for adulthood by

communing privately with the Spirits of Life.

e rst day of the trial begins at dawn with the

candidate waiting for sunrise on the eastern side

of the One Tree or Center Stone. As the sun rises,

their mentor or the eldest member of their family, as

appropriate, will approach and ask if they consider

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themselves to be ready to assume the mantle of adult-

hood. ey are charged to answer truthfully. If they

feel unready, and say so, then everything ends and is

put o for another year. is rarely happens.

If they arm that they are ready, then the trial be-

gins with hunting solo. e community determines

what animal and under what conditions this will be

accomplished and the candidate is sent out to ac-complish this goal by mid-afternoon. e candidate is

expected to return with their quarry and complete all

the necessary steps of cleaning and preparation before

sunset. is may include cooking, if the community

deems it appropriate. After dinner the candidate must

identify various forage foods and other natural items

and undergo a thorough quizzing on the subjects of 

plants, animals, snares, weather and so on.

e second day consists of demonstrations of 

other education, such as books and languages, arts

and crafts and a recitation of the principal elven myths

and legends as well as a complete family history and

genealogy. If the candidate is also an apprentice in

some art or craft, the third day or more will be

taken up with whatever demonstration of that

art is required by their master.

If at any time the young candidate fails

a portion of the trial, the sequence ends and t h e

whole is put o for a year or until the community

agrees that a new trial is appropriate. When the can-

didate passes all demonstrations satisfactorily, theeldest members of the village or clan declare them

to be full members of the adult community. ey

are then presented with a knife with which they cut

through a twisted length of sinew, held on one side by

their closest relative and on the other by the current

head of the village or clan. e cutting of the sinew

symbolizes the cutting o of childhood dependencies

on the protection of others, family, clan and village.

e severed pieces of the sinew are then tied into

loose bracelets around each wrist by the respectiveholders, to symbolize the on-going tie of family and

clan duty. e new adult will wear these until they fall

o of their own accord.

e new adult then sheaths their knife and is

welcomed into the community of adults as an equal.

Usually this involves a lot of small parties and con-

gratulations from everyone in the village, especially

any peers they may have, who often stage rather rau-

cous and drunken gatherings after the fact.

B W

Many elven families in larger villages and cities con-

tract marriages for their children at an early age. In

small villages and family groups, it is more common

for young elves to make their own choice of mate afterthey accomplish their maturity trials. All betrothals

are sealed and celebrated by the exchange of white

garments, symbolizing the purity of the contract.

ese can be anything from a simple scarf or shirt to

elaborate gowns and cloaks.

Generally, one year prior to the proposed wedding 

date (Renewal Day on the Spring Equinox is particu-

larly favored) an ocial gift and visit is made by the

groom’s family to the family of the bride. If the white

garments have not yet been exchanged, that is donenow. If they have been exchanged before, a new gift of 

food, furs or skins, and jewelry is made, symbolizing 

the promise of skill and plenty shared between the

couple and their families. e lavishness of these gifts

will depend upon the social condition of the families.

e bride’s family oers similar gifts to the groom’s

family and the ocial engagement is celebrated with a

meal prepared by the bride- and groom-to-be and any

necessary family members.

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If any of the gifts are returned or refused before

the wedding, then the betrothal is canceled. Occasion-

ally, this leads to disputes, though these are usually

settled between the families without need of outside

intervention.

e bride and groom will spend the last week of 

their engagement together at the home of the bride’s

family, nalizing various arrangements for their futurelife together and, it is hoped, becoming accustomed

to each other. After the wedding, they will spend one

week with the groom’s family before establishing a

home of their own, if they choose to do so. By these

mutual visits, it is hoped the two families will become

equally integrated into the lives of the new couple.

Elven weddings take place on the eastern side of 

the One Tree or Center Stone and, once again, Re-

newal Day is the favorite date, though Midsummer is

second favored. e bride and groom wear the white

betrothal garments along with the nest items from

their own wardrobe. e ceremony is conducted by

the eldest mage of the village or clan.

Various prayers and blessings are made and request-

ed in the presence of the Spirits of Life and the two

individuals are joined to a life together by the symbolic

shedding of a single drop of blood each from the right

hand. eir right hands are tied together for the re-

mainder of the ceremony and the reception, which can

lead to some interesting predicaments if the celebration

is a long or extremely lively one, which most are.

Weddings are cause for much excitement and mer-

riment in clans and villages. Families turn out in their

nery with gifts, food and entertainment for the brideand groom and the revelry often continues all night,

even after the bride and groom retire to their ocial

bedchamber. Music, food, drink, dancing and story-

telling will be the order of the day and usually the entire

village, clan and both families will attend en masse until

everyone is exhausted. e most noted entertainers of 

the village will oer their nest eorts to the couple and

their guests, which always leads to competitive singing,

playing and tale-telling. Elves are usually at their most

merry and outgoing at a wedding.

e new couple traditionally sneaks away from

the village in the small hours of the morning to some

prearranged place where they remain together alone for

the next hours. Only after that do they return to the

groom’s home to make nal arrangements for their new

life together.

travels and none of us recognized it. But Aurora knew it

and began to sing. Her voice is lovely, but when he heard

it, Dahln could barely keep playing. When he nallystopped, he looked at her with blinking eyes. She ushed

as red as her hair and scampered from the room like a

rabbit before a fox.

I wonder what will happen tonight…

}

Autumn, Year 2 n th r v v t ry l, t d’ ely l uc ldr th t ms n  r. xp r t. fr,  ks t rry t ly , s ldr th ny r cl vr . ’s uc t ay  ls s t ay s… l, k t s ly l. s d’ as t   cm t ea t s, nws ’ tr n ’s crtly n. ay tr’s r ls  ag w n t t rl n  

vrytng dw t n pinc. t r hn, tr r y s lws, brly ldr th , n t r wc y ag. n , , thu  s rhs 25 r 30 s erly 100! s rng ctli, th. mm, k  

  n agl. ’ n gn lng fr ny  t. v nci fr rbly tv , ’s r.

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F W

Long-lived as Elves are, it is a solemn occasion when

one dies. e bodies of the dead are placed in the

smallest or most exterior room of the home, where

they are carefully washed by the closest family mem-

bers and dressed in plain cloth garments. A mage

of the village will attend on the deceased as soon as

possible to free and direct any lingering spirit to theCenter, if it should become lost or be stubborn about

leaving its mortal home.

Once the mage declares that the spirit has gone,

the body is cremated at the edge of the village. In keep-

ing with the myth of the Afterlife, the body is reduced

to ash so that the winds may carry it away and not

burden or weigh down the escaping spirit. Generally,

the entire community will attend the pyre for several

hours to be certain that no misguided spirits or evil

doers attempt to steal the body for nefarious purposes.

As the re burns, the community cries or sings or

howls to frighten away beasts and wicked spirits. As

the ames burn down all but the youngest adult of the

family will return to the village or home. is watcher

will be replaced by each of the family members in turn

throughout the evening, by ascending age, until the

re has reduced completely to ash. Once the body and

pyre are ash, the oldest members of the family will

scoop the ashes into the air so that the wind may carry

them away.

After dusk, the family or clan will host a wake at

which the community may attend, as they see t, to

recall the life and works of the deceased. ese are

often very subdued events, culminating in anotherritual ‘crying’ at midnight, to mark the end of the day

of mourning. If the re still burns at midnight, the

watcher will not cry out, but remains with the re

until it has reduced to ash.

Immediate family members will mark their ex-

tended period of mourning by cutting o their hair

as a remembrance of the lost relative. eir mourning 

ocially ends when their hair has regrown below the

shoulder or longer as they see t. Some spouses may

chose to keep their hair shorn for the rest of their lives

as a sign that they do not intend to marry again, hav-

ing lost the partner of their life. (ough short hair is

not always a sign of mourning, as some occupations

require it and a few elves prefer it.)

Spring, Year 3 s s f eag hs regn s lng s ’ nw r, t ag-iwf sas t m s rwng er, l. a, ie.  t c cpre t y cs th  c’ magn . wvr, eag sts tr t t r m.

hv rpre wr r r n s  les n agr lac, uc cr th t ers mr r. c’  ndn f ts k t rts ’ er  

  y ins r. lody n f? tk lng? eag ig?  ag-iwf r uc eir th y m ins hv ha . hp ts s u, ns les.

h r , tr n r t r, y m cm? 

Early Summer, Year 3 hs ie. m ag s rng g ay 

  n s tr cl to . s s tl day. s rts n s re 

t tr hr hr n mr h uc  screme n cie ithig tl t c n mry y tr. , cl c  ag, l’ ly. ,  n e f cry l.

y cs d’ cry s d. t t d’ ely ndrtn . scre n h t yr, tl, id th, t g ry-e. t m , t ty t k uc tny ris t ac uc ragedy.

Midsummer, Year 3 cn iv r, ng r rng. d  t h vr r eady th ,   i th rpre nu. y ea  s e t frmi, t nled. hv ie ry hr t ler y lv n cl hv tu, , n lt cng t , er sng t. n crt r r th 

ny r…

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ray th t ts st . ’ l  rve clly ’ l. ay ly qurtr 

f, hp h nu t cy  tru ts i.

s ry qi r net t r n   ce t t nytng , s s f th qin s rn k r lk. d  n f ts s t l , r f s ly t qi imr ig. eac n s ry r, n, thu tly, m s s r, pn t th ,hlng y hn.

 Late Summer, Year 3re! cl lu! s le ndrtn.! f ha h l tr t t r!  t h n ng! s r vls th  ha hpe r.

y lve hs t clo, ridre  vr n ne t r. s r v t cl, cu t tr t ox, f.

s t rfe tng hv vr wne. ha 

ng t gv r, ithig n  t dl c ridn ry crfly.

pe y c hvng ad ls anc,nc t dl s ry n n t lng t  n hs t actly ig r y re.y c rns t ncnc rly. s qt l th n hv scng r m m n ly te ha e y i t k .

gn t y n! , ! 

Early Spring, Year 4 h’ hv thu ’ v t n hng rd? r’s uc t d r t edng, s, n  g hng r rmr cl. ay  erly n, t n t to t rtr ts vr ts n ts c  cl tr v imr. re ts! ’ hv t tr en h ag! 

The Elven Languageough non-elves may refer to it as ‘Elven’ the Elven

people call their language Se’ith Shou (‘Speech of the

Folk’).

O S S

e sound of elves speaking is often compared tothe sound of wind moving through the trees. is

is not surprising considering the hunting origins and

traditions of the people who speak it. Elves, with their

sensitive hearing and cultural bias toward quiet, speak 

in low voices, which some people mistake for whisper-

ing. ey often nd other languages harsh and loud,

by comparison.

Se’ith Shou has very few plosives or harshly voiced

sounds. All sounds are soft and many are aspirated

considerably more than the standard phonetic pro-

nunciation. Elves did not adopt any form of writing 

until recently, using an oral tradition to record events

and information before that, and the adopted script

often does not adequately reect the true sounds of 

Se’ith Shou in speech. Nearly all letters are sounded

individually, and there are no single-vowel diphthongs.

e only compound sounds are the CH, SH, TH and

OO. Vowels have one consistent pronunciation.

D

ere are regional dierences in pronunciation and in

word usage among the various groups of Elves.

In the southern coastal areas, Se’ith Shou is spoken

with a more gurgling, liquid intonation than thestandard, often dropping terminal Hs. Coastal elves

also have a greater variety of terms for water and

storms than most elven groups. e E’ith Hchoud tend

to speak with a more forceful breath than other elves

and with a greater range of volume. e mountain-

dwelling elves have innumerable terms to describe

stone both generally and specically.

E’ith Edshaign have a number of terms rarely heard

outside of the Assembly, otherwise, which have crept

into the everyday usage of most family members. For

example, one may hear ‘agath’ (‘resolved/passed’) in

preference to other armatives, including the simple

‘atha’ (‘yes’).

Bshehe often adopt a louder, more clipped pronun-

ciation and many words from other racial languages

which they hear every day. ey usually adjust their

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volume and pronunciation after a period of time spent

strictly among elves, but have never been known to

abandon words.

A very small group of  E’ith Braeh living in the

tropic zone jungles are the only elves known to trill Rs

and use a gentle tongue click instead of the softened

TH, giving their speech a curiously bird-like quality.

A is ‘ah’. B is voiced gently and the initial plosive is

very mild.

E is ‘eh’. D is a soft stop and is barely voiced at all.

I is ‘ee’. G is aspirated with the voicing deep in the

 throat and very low.

O is ‘oh’. R is very lightly voiced and never rolled,

often sounding more like a long ‘ah’.

U is ‘uh’. S is never hissed like a snake.

OO is ‘oo’. CH and SH are softly voiced, if at all, and

slightly elongated.

Y is ‘yeh’. TH has a slight voicing at the beginning

coming off the tip of the tongue.

H often follows other letters to elongate or 

emphasize the aspiration.

T and C never stand alone.

C S

When brought to the point of anger, Elves rarely

raise their voices, but their consonants will become

harsher and more pronounced and their speech

more rapid and clipped. For this reason, many vil-

lage elves nd their urban-dwelling cousins’ speech

intimidating or annoying, thinking that they are on

the verge of losing their tempers when, in fact, it isonly a habit of dealing with people of less-sensitive

hearing.

Spitting and harsh plosive sounds are considered

insulting and elves speaking in this fashion are either

furious or deliberately spoiling for a ght. Punctuat-

ing a statement by actually spitting on the oor or at

the feet of one’s conversational opponent is an open

insult no elf takes lightly.

Elves don’t use as many anatomical terms in in-

sult as other races may, though excrement (‘sherth’ or

‘pef’ – ‘droppings’), oal (‘farehg’) and waste (‘banh’) 

gure prominently in most basic swearing, as do bas-

tardy, loss of family or clan aliation, and stupidity,

laziness, forgetfulness and lack of education. To be

called ‘Ch’Ahlenh’ (‘Lifeless/without connection to

Life/Powerless’) is the worst of all possible insults.

Spring, Year 4  hs teng y r ng s, nc ad yf ag today,  ’ h : reg n r rgzng  w cpi n n ’ r th . as vrns r lng t n s e t r vr. h n lac n u,k as, le ! t l  t n t , thu: m qt  rc t t n c hn.

M

cl lu. hnr y cng edng, y  ins hv ryng t g , t. r nc n atag n tr rts m. c r th t fr r gr n p. ’s ry ny… r uc kr th thu.

Early Summer, Year 4  ay, vr pee t lev 

yg. , , gn t rv t y bn t hm y w. lng ay 

  r n v gretr stnc r.’ rv t ay t tig fr cm hm ag. hm. s rng t  s yg r me? d’ pe th  h s igtne n hy s s   cm t yg. n h mng rngrs, s s t. l d n t l, , t r ready y ly n  lngr rngr t y n. e.   qt f n f s ’t ra n 

’t u. pe ’ nag t   ry : ’s f. y cs h as grtf r n y ly thu  s ln. n as t y in , pe r th nyn. hv t eac n n s r t t f c vr ly i. y ins n ly th vr r r vr st th. ’ vr ln mng rngrs ag.

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C

Assassins’ Bane Tunic

Many elven nobles have fallen prey to assassins in fara-

way lands they were visiting. is type of incident has

been increasing in frequency in the last decade, so much

so that the elf with no fear in her heart while traveling 

is considered a fool. Many nobles have commissioned

tunics that have been enchanted against being pierced by

all but the sharpest of instruments. e most popular by

far is the Assassins’ Bane Tunic. While highly functional,

they are also very fashionable, representing everything 

good and wondrous about elven fashion. Most traveling 

elves with a few miles on them own at least one; some

own one for every day of the week! e makers of these

tunics tend to keep up with the latest trends, so that it is

not obvious they are wearing protective garments.

is alchemical treated garment provides + AC due

to an enchantment placed upon it, if worn with armor.

If worn with other normal clothing, it will absorb one

arrow, sword. or dagger strike that would normally injurethe wearer, after this absorption, the garment is ruined.

(DC to create). Cost: gp; Weight: lb

Elven Artisan’s outt

Craft is important to the elves, as important as making 

the proper show of oneself in dress and form. So the out-

t of the elven artisan is one of simple yet elegant lines.

Often the elf wears a ne silk shirt, simple and buttoned

in pastel or primary colors. A pair of ne pants/leggings

or a loose owing skirt is often belted with a plain andsimple unadorned loop of leather. Sturdy shoes/boots

are often worn to protect the feet depending on the arti-

san’s kind of work and sometimes a pair of strong leather

gloves is also worn.; Cost: gp; Weight: lb

Elven Cleric’s vestments

When not engaged in the dangerous and often brutal

pastime of adventuring, the cleric spends time in prayer or

performing priestly functions. Wearing the proper attire

for this is important. Most elven priests wear long ow-

ing garments that have deep hoods and draped sleeves,

cloaks and robes are often worn over simple shirts and

leggings/plain boots. A female priest might wear a dress

or a long skirt and unadorned shirt. Colors once again

range from pastel shades to primary colors. Usually a

simple belt is added to the attire, again unadorned and

some have various hooks from which religious artefacts

can be hung. Cost: gp; Weight: lb

Elven Cold weather outt

Not every elf lives in the forests, or a city. Some elves

live out in the frozen tundra and the cold wastelands of 

northern lands. ese elves know the virtue of being pre-

pared for the bitter winters and biting frosts. Often their

clothing has been adopted by the city dwellers or hardy

adventuring type, consisting of a thick padded shirt and

warm leggings. Boots are usually topped with fur, and

heavy overcoats are worn over the top of their shirts,

once again trimmed with fur. ick wool or lined gloves

protect the hands and it’s not uncommon to see a heavycloak lined and trimmed with fur, hood pulled up over

their face. Some elves take great care in protecting their

sensitive ears from the elements and might even wear a

woollen hat under the hood. Cost: gp; Weight: lb

Elven Courtier’s outt

Bright colors are the order of the day, ones that stand out

from the crowd. e design of these clothes is the next

step up the fashion ladder for the elven peoples and once

more marks their desire to combine elegance, form andfunction. e shirt is often ounced and rued, made of 

ne silk and often features at least one monogrammed

button or cu link. e leggings/skirt are most often

plush velvet and tuck into a pair of soft, supple leather

boots or shoes, usually reaching to over calf length. e

belt is usually of the nest quality leather and the

buckle can sometimes feature a prominent sigil

or symbol. As a last adornment, a owing 

silk or velvet cloak is added to provide

Chapter Tw∂:

Elven Items

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a sense of elegance and to complement posture.

Cost: gp; Weight: lb

Elven Entertainer’s outt

To entertain is a great personal pride to most elves,

so they lavish enough attention to their costumes as

they do their craft. e entertainer is often found

in a simple but very well made white shirt, perhapsrued perhaps not. Often this shirt is left daringly

open, nothing quite like drawing attention for all

the right reasons. For the men, often leggings are

worn…perhaps with adorned criss-crossed lacings

or buckles. e ladies vary between shirts/leggings or

plain yet quality dresses. Soft boots and thin belts are

the order of the day, and depending if one is a singer

or musician, a pair of gloves (long or short) can also

be worn. Added to these garments are the gorgeous

ickers of gem-studded earrings or grand pendants.

Cost: gp; Weight: lb

Elven Explorer’s outt

Sturdy clothing is the watchword for this particular

set of garments. It was learned long ago by elves that if 

one goes adventuring in a skirt or robe then one is ask-

ing to catch that item of clothing on rocks, trees and

other dangers. So a heavy shirt, leggings and boots

are worn. Sometimes over the top of this is lain an

over-tunic again made of thick leather or hide; cloaks

are very often packed in a travelling bag and keptfor inclement weather. Sometimes the garments are

treated with a layer of wax to increase their chances to

repel water. Cost: gp; Weight: lb

Elven Monk’s outt

Even to the elf the way of pain and denial of the monk 

is something quite important, so they often dress in

accord with that lifestyle. Men and women can be

often found wearing simple shirts and breeches, often

going bare footed. If there is adornment to be worn,then it is once more simple – wooden beads and ban-

gles, perhaps one small pendant but nothing overly

fancy. Robes are another form of attire for the monk;

these can sometimes be decorated with a particular

symbol or icon of a martial arts school or philosophy.

For those who do not go barefooted, sandals are often

worn; belts are replaced with sashes that can be used

to hide small weapons in the silken folds.

Cost: gp; Weight: lb

Elven Noble’s outt

Once more in shades of bright color and cut with

owing lines, these garments are the epitome of elven

society. Often agrantly fancy and ostentatious they

are designed to show that the wearer has money,

inuence and power. Gems and small jewels are

often lavished onto the clothes themselves. Shirts are

always of the nest quality silk and laced with rues,ared sleeves, cus and ounces. Over tunics/vests

are often intricately designed and woven with silver

or gold thread, some aristocrats have been known

to use diamond thread in their clothing – with the

help of magic and elven crafters. Belts are always ne

leather and embossed with a variety of motifs and

designs. Some are tooled and some are carefully cut

to resemble curling vines or woodland themes. e

buckles are always made of precious metals and set

with gems. Boots can vary from short to thigh or knee

high (the popular highwayman style) and are always

made from high quality materials, kept at a tip-top

shine. For the ladies, either breeches or, of course,

extravagant ball gowns and dresses, daringly plunging 

back and necklines are combined with owing silk or

velvet cloaks, some mask themselves to further add

to the mystery and extravagance. If a male elf wears

a cloak it is usually once more of the nest quality and

trimmed with ermine or another kind of fur.

Cost: gp; Weight: lb

Elven Peasant’s outt

Simple garb for simple folk, of course, the elves are

far from that simple. Yet the lower caste of elf soci-

ety wears a loose shirt, baggy pants or breeches. e

women favor a owing breezy skirt. Soft shoes and

boots are worn by both sexes; rope or thin leather

belts are added on preference. Sometimes jewellery

might be worn, but once again it would be very simple

and likely an heirloom item or some such trinket.

Sometimes a soft cap or hood is also worn, depending on the climate or location of the elven people.

Cost: sp; Weight: lb

Elven Royal outt

e Kings and ueens of the elves are often seen

in the most extravagant garments that their money

can buy. Fine silks, satins and velvets are used in the

construction of the clothing. Styles vary from the

stately to the outlandish with shirts, breeches, pants

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and skirts. Sometimes their clothing can have large

collars and wickedly pointed sleeves…bodices and

corsets are decorated with many ne and expensive

gems and jewels for the ladies, while the men have

tunics and blouses that drip with gaudy ornamenta-

tion. Of course, boots are of a suitably extravagant

style (often high topped) and long. Women often

wear the most astounding dresses with long owing trains and shapes, the necks can be closed or plunge

as low as the navel in some cases. e backs are usu-

ally the same…it’s all a matter of style. Bright colors

are cast against sombre and pastel shades to create a

sense of tonal harmony, usually carefully orchestrated

to enhance the ruler’s skin or eye color. Cloaks are

ostentatious and trimmed with fur or ermine; some-

times snakeskin is used. Usually they are also double

sided, one side being crushed velvet and the other ne

vibrant silk. A crown or tiara is often worn along with

many rings, earrings, pendants and other ornamenta-

tion – usually gold or silver. Cost: gp; Weight: lb

Elven Scholar’s outt

When one is teaching or debating, it’s important to not

only remain cool and comfortable but also to show a

certain mental focus to one’s work. e elven scholar

is no exception and this is where the lines are clearly

drawn between men and women. Wearing a shirt or

breeches is often frowned upon and the robe is the

order of the day, boots are shunned for the comfort-able feel of shoes and no cloaks or ornamentation are

worn, bar that which might be needed – such as an

ecclesiastical symbol or magical pendant. Women are

attired in long owing dresses, once more with closed

fronts and backs – it is better to have the student’s

mind upon the lesson than the charms which might

be covertly or overtly on display. If one can create the

impression of a studious well-dressed member of 

society then one has succeeded in dressing as an elven

scholar. Cost: gp; Weight: lb

Elven Traveller’s outt

One elven wanderer stated that he would rather have

a sturdy pair of boots, a weather worn set of clothes

and a comfortable cloak upon his back than a horde of 

orcs screaming after his blood. One never knows what

one is going to nd when they set out on the open

road, but the elven traveller often adopts a similar

style of clothing to the explorer, save that the cloth-

ing is a little more designed for movement and long 

rambles, rather than cave hopping or mountaineering.

Loose shirts and baggy breeches are the order of the

day, with good solid walking or hiking boots. A water-

proof hooded cloak is a must, as well as a warm pair

of gloves and at least a broad belt, from which can be

hung a variety of small trinkets. Women often adopt

the style of the men, but there are some cases wherethey can be found in shirts, skirts and boots (once

more it is known to be a dangerous thing to wander

the roads and open plain lands…) so this dress style is

not often recommended. Cost: gp; Weight: lb

North Forest Leafcloaks

ese cloaks are named for the small scouting unit

that uses them, e North Forest Scouts. is elite

unit has become adept at camouage and hiding, with

out the tell tale use of magic. In an eort to fool the

eye they began sticking small leaves and twigs into

their cloaks and clothing. While serviceable, it made

the uniform wear out faster, and harder to clean when

they were under inspection. A local tailor made the

rst leafcloak by sewing small green scraps onto the

outside of a cloak, inspired by the scouts’ attempts at

hiding. (He may have been tired of repairing the costly

uniforms every week as well.) ese full-length cloaks

vary in color, depending on the season and location

they are used in. e most common color is green,

however this only goes party way to making themexcellent camouage. e trick is they are designed

with dozens of little “leaets” that break up the outline

of the scout. ese are fast becoming popular in the

armies of the elves, as well as slowly spreading to

nearby countries’ armies. e small tailor who made

them has been overrun with requests that he has

expanded his shop and now has several employees.

ere is a two-week waiting list for any cloak order,

with the exception of the North Forest Scouts, who

take top priority. Specialty cloaks have been made forthe Scouts’ sister company who patrol the forests at

night; these have been colored indigo and brown, to

better take advantage of the darkness. Rumors persist

of winter colored cloaks, but so far the bleaching proc-

ess has not proven successful enough to make any of 

that type of cloak.

is alchemical treated cloak enhances the hiding 

ability by + in natural wooded environments. It is a

distinct and popular design now, and may attract the

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attention of thieves who want to make a quick gold by

selling a hot item.

Cost: gp; Weight: lb

Scaling Harness

is leather and rope invention allows the elves to

scale trees with minor diculty and minimal damage

to the tree. Used for years for harvesting fruits thatgrow high in the canopy of great forests, these devices

are becoming popular with those that don’t have such

honest goals in mind. e harness can aid in climbing 

walls and chimneys as easily as trees, leaving little trace

of the user’s passing. Some communities list them as

thief ’s tools, and possession can be a serious crime.

is harness gives a + bonus to climb checks and

associated skills.

Cost: gp; Weight: lb

Safefall Wings

ese membranous wings attach to a frame that is

attached to the wearer’s clothing, allowing the “wings”

to be extended and the user to glide to a safe landing 

from a high place. ey were rst used by the elven

general Sorelin Graywind at one of the major bat-

tles against the humanoid hordes in the Territorial

Wars of Ascension. He had stationed hundreds of 

foot soldiers in the trees at a location identied as

the main incursion point, and when the humanoid

army entered the forest, the foot soldiers swoopeddown out of the trees like a cloud of locusts. Shortly

after the end of the war, (which the elves one, partly

in thanks to tactics that were far from the normal

conventions of the day) these devices were incor-

porated into the lives of elves working high in the

trees as a safety harness and a way for quick egress

in an emergency. e elven rogue NightFingers

was recently seen using one of these to complete

his escape from a palace of a rather wealth human

monarch.ese wings are capable of supporting a t man

sized or smaller creature in gliding safely to the

ground from any height higher than feet. e

maximum weight supported can be no greater than

a total of three hundred pounds. e distance able to

be glided is up to times the distance fallen. ese

are a fairly common device and may be purchased

anywhere there is work to be done high overhead.

Cost: gp; Weight: lb

Winterleaves

ese silk undergarments are used primarily in the

winter months or when traveling to inhospitably cold

regions. ey confer the benet of warmth without

adding bulk to the wearer’s clothing. e tight weave

also resists water and dampness.

e character is treated as though they have been

dressed to suit the climate up to an arctic ice storm.ese garments become uncomfortably warm in tem-

peratures above (a cool, late spring morning.)

ey can be worn under armor and normal clothing.

Cost: gp (outside elven communities); gp

(inside elven communities, depending on whether

the purchaser is an elf or friendly to the community)

Weight: lb

Cape of the Wolf 

Made from the fur of a large wolf killed during the

elven winter hunt, this cape provides its wearer with a

+ natural armor bonus to AC and a + insight bonus

to Wilderness Lore checks when tracking creatures

outdoors. Furthermore, the wearer gains a + insight

bonus on attack rolls to trip opponents in combat;

even if a trip attack fails, the opponent cannot react to

trip the character.

Caster Level: rd; Prerequisites: Craft Wondrous

Item, ranks of Wilderness Lore, Improved Trip feat;

Market Price: , gp; Weight: lb.

e Cloak of Whispers

Velvet and as black as a starless and moonless night,

this cloak is hooded and ts most moderately sized

beings. It is clasped with a single raven’s claw made of 

ebony and attached to the two halves of a black metal

chain. It hangs perfectly and is cleverly designed to

hide most of the features of those who wear it.

An Elven thief commissioned this particular item

of apparel a while ago, to aid her in her meandering 

(usually into places where she should not go – orother people’s pockets.) e cloak when worn allows

the wearer (as long as the hood’s up) to hear the faint-

est of voices in a clamoring room. All that is needed is

for the wearer to concentrate on the group of people

to hear their conversation over all others. Provides

+ to listen checks to make out a single voice.

e cloak also functions like a small bag of holding 

and can secrete various items into the dark folds of the

fabric. Including a weapon, although one must take

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extra care not to put unsheathed weapons into where

they could rip or tear the extra dimensional space

inside the cloak – bad things often happen. e cloak 

can hold pounds of weight in up to cubic feet of 

volume, with no extra weight to the wearer.

Caster Level: th; Prerequisites: Craft Wondrous

Item, clairaudience/clairvoyance, Leomund’s secret chest;

Market Price: , gp;; Weight: lb.

Grey-Talon’s Bracer of Excellence

Made from dark tanned leather, this is a simple look-

ing Bracer, designed to t on anyone’s arm. ere

are four smaller straps that lock into silver buckles

underneath the item – the surface of the leather is

tooled with curved and spiralled patterning and the

edges have been gilded with gold leaf. Small holes in

the leather straps allow the size to be adjusted, and in

the right light it almost seems to shine a little more

than it should.

Grey-Talon was a hunter, a human hunter who

befriended many Elven clans and castes…he was

known for the skill of his arm and the compassion

deep in his heart. Some Elves tell the story of his com-

ing to them once carrying a wounded bear although

the act broke his back almost, he was able to bring the

bear to them for healing – it turned out that the bear

was one of their own priestesses who had undergone a

magical transformation. Now Grey was badly injured

since the priestess could not control her natural ragewhen she became injured in another’s snare. Still this

feat of courage, strength and compassion gained him

much respect in the Elven community, and a devout

and attentive mate. Of course, over time Grey began

to age and nally died, unable to live with his loss she

went into the wilds and there she gave her life to the

earth…the Gods reunited their souls and in the wake

of such a loss, the other Elves made the Bracer of 

Grey-Talon.

Grey was an archer who never missed a shot, sothe Bracer was created to allow another archer to

mimic this extra-ordinary ability of the human hunter.

When worn the bowman cannot fumble a shot, they

can only miss if they were intending to. e bracers

provide a + competence bonus to attack rolls and

allow the reroll of any on a to hit roll.

Caster Level: th; Prerequisites: Craft Wondrous

Item, Craft Magic Arms and Armor; Market Price:

, gp; Weight: lb.

F∂∂d and Drink

Elven Flasks

Some of the larger elven communities support a ne

artisan and skilled labor population. Among the most

respected artists in the community is the glassblower.

By carefully shaping his projects he creates shapes re-

ecting natures beauty and the elven way of life. Notcontent to create mere vessels that slightly resemble

nature, he creates objects that nearly perfectly mimic

their inspiration. Particularly popular are the snap-

dragon shaped pitcher, and the acorn shaped ask.

Cost: gp and higher, depending on the design.

Goldendew Liquor

Goldendew liquor is a fragrant tincture harvested

from the buds of the extremely rare goldendew ower,

found only in the deepest glades of elven forests.

When a dose of goldendew liquor is added to any

potion, the potion is aected as if the metamagic feat

Maximize Spell had been applied during its creation.

Potions bestowing spell eects without random

variables are unaected by goldendew liquor. If a

whole vial of goldendew liquor is consumed straight,

it tastes like strong, sweet alcohol – and the drinker

must make a Fortitude save (DC ) after one minute

or fall into a deep, dreamy slumber for d hours.

Each subsequent dose consumed increases the saving 

throw DC by +. A one-ounce vial holds ten doses of goldendew liquor.

e Alchemy check DC to craft one dose of gold-

endew liquor is . Characters with or more ranks of 

Profession (brewer) gain a + synergy bonus to craft

goldendew liquor.

Cost: gp per dose; Weight: –

Mead of Fervor

is spicy meadlike concoction is made from oats,

honey, and a variety of rare herbs and spices. A personconsuming a ask of the mead may take an extra

partial action on his turn in the combat round, gains a

+ haste bonus to AC (which is lost whenever a dodge

bonus is lost), and receives a + enhancement bonus

to saving throws. e haste eects last for ve rounds

and the save bonus lasts for one minute.

Caster Level: th; Prerequisites: Brew Potion, Al-

chemy skill ranks, haste and resistance spells; Market

Price: gp; Weight: lb.

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Hearth Stone

ese amber sculptures are given to many elven

couples on their marriage day. e bride’s parents gen-

erally purchase them, although it is not uncommon

that both families have contributed to the purchase

of an exceptionally lavish one. e design of the

sculpture varies from family to family and sculptor to

sculptor, needless to say each one is unique. Popularmotifs are trees, paired animals such as dragons, and

wild owers. When given this is a lifetime gift which is

usually interred when the owners pass on. Some elven

families have quiet rooms or small shrines in the forest

where they place the sculpture. It is considered a grave

oence to disturb one of these areas. Unmarried elves

and non-elves are looked upon with suspicion if they

are in possession of one of these objects.

ese are prized possessions, any non-elven person

with one of these may be considered to be a criminal

in elven lands. If one is discovered in the home of a

collector, elven rogues will attempt to retrieve it until

they succeed. If the collector is in attendance, he (or

she) is usually found dead in the morning from mys-

terious causes.

Cost: gp

Water Gems

Created long before the spread of man and his ilk 

throughout the world, these palm-sized crystals were

often used to provision hunting parties and patrolsheading into the desert. ey were also frequently

used to irrigate plants in hard to get to places, such as

the small gardens that were planted high in the trees.

When broken, these crystals release up to ve gallons

of cool fresh water.

In recent years, they have turned up infre-

quently in the marketplaces, being sold for rathe

high prices. is alchemical substance releases up to

gallons of cool, drinkable, water. DC to create.

Cost: gp

Acelin’s Pendant Healing Stone

Made of strange-looking, swirled grey stone, this

looks like some kind of brooch or pendant, the setting 

is made of silver and features various forest animals

upon the surface. Along with the elk, the wolf, and the

owl, there are various leaves upon the design as well.

A long slender chain of medium length (also made of 

silver) runs in a lazy circle through a tiny silver hoop.

e whole pendant seems to radiate some kind of aura,

from the soft blue haze over the stone to a slight sheen

on the metal.

Deep in the mountains and the valleys of some

long forgotten Kingdom there was once a wise and

slightly reclusive enchanter. He was called Acelin, and

for an Elven sort he had some odd ideas. But there

was nothing more that he loved to do than createuseful and unique looking magical items, he was fond

of also making the odd joke item that really served no

purpose at all. But he created this particular pendant

for a good friend, who was always complaining that

she never had enough healing potions when out ad-

venturing. So he created the Healing Stone Pendant

for such an occasion, when used the Pendant emits

a soft silver-blue aura that settles over the injured

being and the stone begins to tinkle softly, making a

wind-chime like sound. He is also known for Acelin’s

Handy rowing Rock, but this is a useless magical

item, since all it seems to be is a large stone enchanted

to glow a bright blue – the same eects in combat

would be provided if one picked up a big rock and

hefted it at the target in question.

e pendant may be used times a day to provide

a cure light wounds as if cast by a rd level caster.

Caster Level: th; Prerequisites: Craft Wondrous

Item, cure light wounds; Market Price: , gp;

Weight: –

Amulet of the Central Stone (or Tree)

is amulet is a small cylindrical stone (or piece of 

wood) about six inches long, tied to a leather or gut

necklace. e nely carved and polished amulet repre-

sents the central stone or tree of an elf ’s home village,

and provides its wearer with an enhancement bonus

to his Constitution score. e bonus is +, +, or +

depending on the individual item.

Caster Level: th; Prerequisites: Craft Wondrous

Item, endurance; Market Price: , gp (+),, gp (+), or , gp (+); Weight: –

Animal Talisman

An animal talisman is a charm worn by an elf that

grants him unique traits characteristic of the animal

it embodies. e talisman is typically crafted from a

portion of the animal’s anatomy, such as its skull, a

limb bone, tail, small patch of hide, and so on. Talis-

mans have no standard form – this largely depends

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on the materials used to create it – but small amulets,

brooches, or necklaces are common designs. Unless

its description states otherwise, a talisman operates

continuously while worn. An elf may wear only one

talisman at any time. Some sample talismans

• Bat: Grants a + competence bonus to all Listen

and Spot checks.

• Bear: Grants a + competence bonus to allgrapple checks; grappling does not provoke an

attack of opportunity.

• Cat: Grants a + competence bonus to all

Balance and Move Silently checks.

• Eagle: Grants a + competence bonus to Spot

checks while outside during daylight hours.

• Lizard: Grants a + competence bonus to all

Balance and Climb checks.

• Owl: Grants a + competence bonus to Spot

checks while outside during dusk or nighttime

hours.

• Snake: Grants a + competence bonus to all

Climb and Hide checks.

• Toad: Grants a + competence bonus to all Hide

and Jump checks.

• Wolf: Grants a + competence bonus to

Wilderness Lore checks when tracking.

Caster Level: rd; Prerequisites: Craft Wondrous

Item, ranks in any appropriate skills; Market Price:

gp; Weight: –

e Band of Chronosis

A torc-like armband made of a single cast piece of 

bronze nely wrought to resemble a classic hourglass

image. e points at where the hourglass meet is the

form for the clasp that allows the band to be taken on

and o. Many strange symbols and images are carved

into the metal’s surface, most of them seem to be Elvish

equations for the formulas of time and space – giving 

perhaps some hint as to this items function.

Legends speak of a particular Elven Wizard whostudied the forbidden and controlled arts of Chron-

omancy. e manipulation of the ow of time, and the

understanding of how to aect probability with such a

minute touch, like a feather’s gentle caress. is Wiz-

ard forged this very torc to aid him in his experiments

and his every day life – the band seems to have no

magical power at all and does not show up even under

the scrutiny of detect magic or other such spells. But

locked within the simple metal is the power to change

one single minor event (in game statistics: simply al-

lows the wearer to re-roll any one dice roll per IC day,

turning a fumble into something that could be worse,

or a miss into a hit) it also contains the power to alter

one major personal event per year.

Allows wearer to re-roll any failed dice roll or to re-

roll any dice roll they are unhappy with, once per day.

Once per year it may also be called upon to alter thefate of the character who wears it, allowing them to

avoid death but not the eects of the hit, for example,

if they would have died they are then brought to hp

and left in a safe position but still wounded. If they fall

o a high tower, they will catch onto something that’s

sticking out, or nd their footing.

 Note: e ring actually forces this upon the character;

it is not a conscious eort on behalf of the ring wearer.

Caster Level: th; Prerequisites: Craft Wondrous Item,

wish or miracle; Market Price: , gp; Weight: lb.

Earrings of Perfect Hearing 

ese are beautiful and exquisite teardrop earrings

set in a small gold setting and made of the nest pure

crystal. ey catch the light in just the right way and

sparkle with a thousand rainbow fragments. ey also

make a slight tinkle and jingle as they swing from a

person’s ear.

A few years ago these little trinkets saw the light

of day, along with a note and a seal of excellence.

ey appeared on the market not long after as a localenchanters chain and jewellery store picked up on the

idea. ey were the brainchild of a young, enthusiastic

and red-haired elven sorceress called Jillian. She had

bright green eyes and a way of going o one subject

onto another faster than it took the light to reect

o her earrings. She noticed that when you were in

a crowded Tavern or generally on the street, you lost

a lot of what was being said while walking because

often people talked away from you rather than at you.

She did have a problem with being slightly deaf inone ear. So she used her limited skills and powers to

craft these wondrous crystal droppers – when worn

together they amplify what is being said either in one

direction or provide (with a simple mental command

word) multi-directional hearing at an amplied state.

ey provide a + bonus to all listen checks.

Caster Level: rd; Prerequisites: Craft Wondrous

Item, clairaudience/clairvoyance; Market Price: , gp;

Weight: –

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Faelight stones

Elven communities have strong ties to the other

groups living in their environment, despite strained

relations with peoples outside their lands. One of the

benets of these relationships is the increased trade

with races not normally considered “industrious” or

“civilized” enough to do business with. Among the

best-kept secrets of the Fae peoples is the FaelightStone. ese thumb-sized moonstones have been

enchanted to benet friends of the faerie folk that

create them. e main visible enchantment is creates

a twenty-foot radius sphere of light, comparable

to moonlight. is is a permanent eect, but can

be temporarily defeated by some magics or by

being placed in an enclosed container. Elves and re-

lated peoples can see twice as far as normal with these

stones!

Lowlight Vision is extended out to twice the nor-

mal distance when this stone is used. e magic may

be countered for d rounds for every three caster

levels with a dispel magic spell.

Caster Level: rd; Prerequisites: Craft Wondrous

Item, Elf; Market Price: , gp; Weight: –

Moonglow Bead

is tiny, crescent-shaped clear gemstone glows bright-

ly when dropped inside a ask of holy water, radiating 

light as the daylight spell for one hour. Additionally,

the bead protects the ask’s wielder with a shield of faith for six rounds and negative energy protection for

six minutes. ese spells can be activated upon com-

mand simultaneously or individually, but both must

be used while the ask is illuminated – when the light

extinguishes, so do the spells. A moonglow bead be-

comes inert after its used, and nothing happens when

a bead is dropped in normal water.

Caster Level: th; Prerequisites: Craft Wondrous

Item, daylight, shield of faith, negative energy protection;

Market Price: , gp; Weight: –

e Orb of Juliana

Nearly half a foot in diameter this ruby orb has been

crafted it seems from a large gem or perhaps an amal-

gamation of many gems, all moulded or transmuted

into a single awless sphere. Pure and clear, crystal

and perfect in every way; there is not a single blemish

or mark upon the surface (ose who try and mark it

will nd that it cannot be damaged at all)

Legend tells of a powerful Elven Seeress who had

the gift of second sight, and the power to befriend the

strangest of wild animals. She was rumored to have

many familiars and a penchant for creating wonderful

works of art. Her voice was as clear as the crystal of 

the Orb that she created, and her favorite familiar was

a black cat called ‘Midnight’. It was said that the cat

was so trained by her mate that she could be sum-moned by the slightest click of her ngers. Her mate

was rumored to be some kind of wolf, brave and bold,

but with a heart that showed great compassion – al-

though the wolf could also show his foul and terrible

temper at times as well. e Orb was given to her on

the occasion of their marriage and allows the Seeress

to see to far o places, and people who have long since

vanished. It can be used to talk to those who have

entered the arms of death – who ever that deity might

be at that time.

e orb may be used with a spell completion ac-

tion to cast speak with dead. It has charges.

Caster Level: th; Prerequisites: Craft Wondrous

Item, Far Seeing, locate person or object, speak with the

dead (Limit , years); Market Price: , gp;

Weight: –

e Ring of Revelation

A tiny silver and wood band wrapped around in vine

and leaf motifs, this ring is dainty looking and perhaps

would have been worn by a woman or a very slimngered elf. It has no really unusual markings upon

the surface and has no glows or shimmers – it’s quite

a plain looking ring, with no marks of the crafter or

maker burned into the materials.

e creation is however another story; a young ap-

prentice who was always sick of losing things formed

it from silver and heartwood. He cast several spells

into the ring that allowed him to locate things that

were dear to him, unfortunately not people, it can

only function with inanimate objects, and only thoseobjects that the wearer has held at one time. It could

be a year or ten thousand years, the ring will help the

bearer nd the lost item. When donned and a full six

round are spent concentrating on the item in question;

the wearer of the ring begins to get mental ashes of 

where the object might be, in the form of clues…the

closer that they are to the object the more ashes they

get and the ring itself begins to pulse softly. Like a

heart beat, it will show the location of the object as

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a series of slow to fast pulses…getting quicker as the

ring wearer gets closer.

Caster Level: th; Prerequisites: Craft Wondrous

Item, Far Seeing, locate person or object; Market Price: 

, gp; Weight: –

Rings of the Spider

A pair of rings made of the same black and silvermetal and stone (the stone is onyx, the metal is

indeed silver.) ey are carved and cut to resemble a

pair of spiders, the black spider carving sits on a circle

of silver, each inlaid with nely crafted ligree webs.

e detail on the spider gures is astounding as they

seem to almost crawl over the setting, one could swear

that the eyes and the pincers are given life in the right

light.

A woman crafted these rings, a dark and mysteri-

ous lady who kept herself to herself and had a love

of spiders. She was able to enchant them with a few

strange gifts and they were presented to her lover as

a present upon one of his birthdays. ere was no

sinister motive or background to the making, they

were a genuine gift and given with all true love and

emotion…unfortunately her lover was also an assas-

sin and he found the pair of rings an invaluable aid

to his work. He used them to nd out many secrets

and to steal and kill. His lover did not know to begin

with, but when she found out she was distraught

and threw herself o a high balcony, the impactkilled her instantly, the guardsmen found her body

broken on the rocks of her Cliside home. Her

lover meanwhile went on and used the rings in

his own selsh manner, perverting a once ne

loving gift into a vile and sinister tool. He clung 

to the ceilings of noble’s mansions in the shadows,

like a spider, wrapped his kills with the webbing 

from the rings and used their poisonous venom

bite (which should have been used for defence) to

stun and hold immobile those who he wished to in-terrogate and torture. He was eventually caught and

executed for his crimes – all but one, the destruction

of a pure and loving elven soul who wished no more

than to give a simple gift for a birthday.

e ring provides the constant ability of spi-

derclimb. It may be used /day to cast Web.

Caster Level: th; Prerequisites: Craft Wondrous

Item, spider climb, web; Market Price: , gp;

Weight: –

Elven Arms and Armor

Elven ghting sticks (wiesi)

Always found in a pair, these are weapons that are

hard to use and even harder to master. Roughly a me-

ter long they resemble rods of wood or bone that have

been carved and shaped. Upon the surface you can

often nd icons or symbols, ranging from woodlandscenes to strange runes and symbols…these weapons

are often also quite exible and bend like a reed in the

wind. Do not be fooled however for they pack quite

a painful wallop when used in combat and can break 

bone and bruise skin quite badly.

Cost: gp; Damage: d (critical: x); Weight: lb

E

Leaf, Bark, Doeskin and Shimmerleaf 

When an elf goes to war as one man or woman it’s

often said that they cut quite a vision in their armor.

Unlike human armor the elves always focus on

protection and aesthetics, which they have perfected

over the years. eir armor is usually layered with

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dissimilar metals and often carved into plates that

resemble leaves and other woodland motifs. Helms

are sleek and always crested with the elven kingdom’s

legend or symbol, some range from full helms to

open faced…those with closed faces are often carved

to resemble some frightening creature from human

or elven myths. Bracers and boots are sturdy and ex-

ible, once more carved with strange vine like motifsor symbols…materials and metals vary widely in

the construction. Shields are often angular and

eective when combined with other shields; it can

look like there is a solid wall of leaves blocking the

way of an advancing army. e elves are a people

who believe in angular lines and curves, showing 

the enemy that they have the funds to outt their

people to the highest standard; often a full-blown

elven army can cause a lesser force to turn tail

and run.

Another kind of armor is known as Bark 

armor and relies on the natural state of 

certain tree bark to be as hard as iron.

is is taken and shaped into various

plates, breastplates and coverings. It still

retains a lot of the look of the bark and is

a rm favorite with those elves that prefer

their armor to be made of a more natural

material. It does not oer as much protec-

tion or nesse as the other armor but has

the added bonus of increasing an elf ’shide chance in woodland environs. e

actual armor itself is also shaped to the

elf ’s body and thusly is attached using 

a exible sap like substance that

binds the smooth underside to

the skin. To remove the armor

the elf must spend at least

one hour in a specially

prepared herbal bath.

Armor Type Cost Armor

Bonus:

Max. Dex.

Bonus

Armor

Check 

Penalty:

Weight: Arcane

Spell

Failure:

Movement

30ft (20ft)

Leaf Armor 10 gp +6 +0 -5 30 lb 20% 20 ft (15 ft )

Bark Armor 10 gp +4 +4 0 15 lb 5% 30 ft (20 ft )

Doeskin Armor 10 gp +1 +8 0 5 lb 0% 30 ft (20 ft )

Shimmerleaf Armor 500 gp +7 +3 -3 25 lb 20% 20 ft (15 ft )

But there are those elves that eschew heavy armor

and require speed and a little protection, for these

elves there is nothing better than the supple and

exible Doeskin armor. ey are usually runners or

scouts, requiring as much maneuverability as they can

to get the job done. Specially treated deerskin is

hardened on the surface, providing an almost hide

armor but it loses none of it’s supple feel or ex-ible movement. Bracers, leggings, breastplates

or whole bodysuits of this armor are made

for elven scouts and runners – it

oers very little protection, but

provides enough to stop a low

impact weapon or a poor

sword. Most of the scouts

don’t get close enough

into combat for this to be a

problem, they prefer to trust

to their excellent eyesight and

reexes with a bow.

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Finally there is Shimmerleaf armor; this is similar

to the leaf armor mentioned above but instead of 

being made from plates of metal. is armor is made

from the rare and magical Shimmerleaf. (Only found

in three places in elven society – at the gravesite of a

great hero, as part of a well-tended garden blessed by

the gods, or appearing when it is needed) e leaf can

be cut from the stalk but cannot be shaped or mouldedat all, it must be carefully adhered to a suit of exible

material, and usually a light skin is involved, specially

treated to survive the wear and tear of battle. e

elves have long since mastered the arts of using tree

sap as an adhesive and once the Shimmerleaves are

attached to the garment it takes a erce blow indeed

to dislodge them. Once Shimmerleaf armor is made

is it given to elven generals or heroes and serves as

a mark of high respect and honor in battle. e

leaves themselves oer the same protection as

platemail and in magically enhanced versions once

per day the armor can be used to release all their

stored light, blinding creatures that look upon it.

Orc generals have often said that an elf 

in this armor looks akin to a god.

layer, which provided adequate protection equivalent

to leather armor. With a little magic applied to this

concoction he was able to fashion a gel that radiates

a vague magical aura. As for what this remarkable

magical liquid looks like, imagine runny jelly, usually

colored brown, green or sometimes yellow or black.

When applied it takes on the appearance of an opaque

quality and the exibility of natural rubber – the elventree this is taken from has a sap that is equivalent to

a rubber plant. Following the muscles and contours

of the body perfectly, every line and every shape is

reproduced. Certain elven males often use this to at-

tract the eyes of eligible females, or because it happens

to look striking. A good example would be the eect

that woad had in battle when the Celts used it to fan

the ames of fear in their enemies’ hearts.

If the substance is not removed from the skin

within it begins to dry out, causing an

itching eect that causes ‒ to hit from

distraction. DC to create. Armor 

Bonus: +; Max. Dex: +; Cost: gp;

Weight: –

E

e elves are a people who

believe that their weapons

should also be as ne as their

clothing and armor. To this

end they spend a goodamount of time making 

and crafting ne looking 

examples of a deadly art.

An elven weapon is one that

is not only one of the strongest

weapons but also one of 

the most aesthetic to look 

upon, where the dwarves

believe it should do a job

and that job is break or killsomething/someone. To the

elf the blade is an extension of 

their passion for ne things and

perfection. Be it a longsword, short

sword, two-handed or any other

kind of blade there are several salient

features that one can always nd in the

weapons. e blade will always be

sleek and slender, being a touch

Tree sap Armor

ere are times when bulky armor

won’t do, and there are times when

you really need to be protected

out in the wild, and on a ritualhunt. Some of these

rituals require you to

be naked or partially

naked. So the Elven

herbalist and enchanter

orn devised useful

and portable magical

armor. He took the sap

of the elven trees and combined

it with certain potions and un-guents – when mixed in a particular

manner creates bizarre but useful

and very exible – natural armor.

It appears as a sickly green and

slightly acrid smelling jelly or

viscous liquid, when applied

to naked skin orn found

that it hardened into

a tough yet exible

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EI

shorter than a human counterpart or in some cases

longer, usually elves favor weapons that are one sided

and argue that it takes much more skill to use a blade

such as this…

“Any fool can use a sword, most are human, but

to truly know a blade one must be able to work with

only one side of the weapon” is a favorite elven war-

rior’s saying, usually told to a crowd of young andimpressionable elf children – before a great battle or

a skirmish.

e blade is often decorated with slim sigils or vine

motifs, sometimes parts of the blade are cut out and

some elven swords actually have patterns cut into the

blade itself. Down to the guard, often circular, oval

or curved. e hilt is usually wrapped with quality

leather or left as bare ivory. Decorated or bejewelled;

the pommel is often cut into the shape of an animal’s

head and made from either a precious metal or a ne

well cut gemstone. Common animals are birds of prey,

big cats, and bears or, of course, wolves.

Materials used in the construction of elven blades

vary widely, and some elves have learned to control,

manipulate and utilize nature itself to provide

them with many more materials. Wood

for instance can be re hardened and

enspelled to eventually become as

hard as steel. Once given an edge it is

unwise to laugh at an elven druid

who wields a wooden sword.

and dig in quite a way. ey lose all their exibility

when treated with a particular sap and when sharpened

to a few points can provide a quick and nasty surprise

in battle. Another nasty invention of the elves is often

used by their scouts or by those elves that engage in

clandestine activities, either as spies or assassins. ey

are known as thorn gloves and are made of soft leather,

with an inch long sharp (usually) poisoned thorn oneach knuckle. While only being eective against bare

skin they can be laced with nerve toxins, hallucinatory

drugs and in some cases fatal poisons.

Some of the more rural elves, those who have

lived their lives in the wild have taken to growing long 

vines of thorns which they attach to handles using 

the above mentioned methods (usually three or four

strands) to make lethal and painful alternative whips.

ey have the advantage of leaving the kinds of marks

associated with natural causes, so once again they

are the weapons of choice of those of a more illegal

nature. A quick and easy weapon to throw together

while you are out in the wild is a thornball, this is

another thorn like weapon that consists of handfuls

of small thorns, and a ball of wood or sometimes

coagulated sap.

e thorns are pressed into the ball in the

case of the mostly hardened sap, or small holes

are punctured into the wooden ball, a little sap is

used to set the thorns and then they are carried

in a special pouch, the bottom of the pouchhas a small drawstring, which the elven scout

usually pulls and down tumble the small balls

of pain. ey can cut through the soles of 

O E

A simple vine can also be used as

a weapon, once stripped of the

leaves and bark; it is treated withchemicals known to the elves and

can be a formidable whip when

attached to a handle. Shimmer-

leaves once more feature in

the elven arsenal

and can be used

as a throwing 

weapon, they

are razor sharp

emy is pursuing 

indoors – provid-

ing a quick and

simple get away.

Again depend-

ing on the natureof the elf in ques-

tion, it is highly

likely that they will be

laced with poison.

Shadow Nets

Not all elven mages are

preoccupied with light

and nature; some prefer to

soft boots and are often used when the en-

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delve the world’s dark places instead. A few of these

mages have dedicated centuries of careful research

into how to use dark forces of magic for the benets

of the elven people.

One of the more valuable achievements has been

the development of the Shadow Nets. Shadow Nets

are inky black nets, which appear to be torn out of 

the darkness itself. Even in broad daylight, these items

appear to waver as though trying to get away from the

light. ey cover an eight-foot by eight-foot area and

are used to stun interlopers who wander into areas

they should not be in.

ese nets cause paralysis on contact, which lasts

for d rounds. A save against Will is allowed, DC .

Beings that are paralyzed this way cannot cast spells

requiring a verbal somatic or material component.

Handling one of these nets requires specially prepared

gloves, which protect the user against the net’s magic.First time users of these nets must make a general dex-

terity check at DC to avoid brushing themselves

with the net, a successful Rope Use skill check at

may be substituted.

ese nets are an alchemical creation that loses

integrity through continual sunlight and contact. e

paralysis eect degrades for each day in existence with

sunlight (d round the rst day, d the second, d

the third, d the fourth, and the eect is lost by the

th day.) Even in complete darkness for its existence,the eects of the alchemical substance will not last

longer than days. DC to create. Cost: gp;

Weight: lb.

E M A

Crafting Signature Arrows

Signature arrows are specially designed masterwork 

arrows customized to the archer. It takes a master

craftsman to make a signature arrow for an archer

without making mistakes. Failure on a check to create

a signature arrow ruins the raw materials completely.

Usual signature arrows are exceptionally stylish, with

rare feathers, or inlaid. e eects of a signature arrow

come from its near perfect balance in use with the

archer’s bow and skill. Used by the specic archer it

provides them with a + to hit, + to damage. If a

signature arrow is used by anyone else, it behaves in

game eects as if it was a regular arrow. Due to the

balance needed to provide the extra eects, once the

arrow is used a single time, it will thereafter act as a

normal arrow if recovery is possible. DC to create.

Cost: gp

Crafting Magical Arrows

Only a masterwork or signature arrow can be en-

chanted to become a magical arrow. A magical arrow

must have at least a + enhancement (weapon) bonusto have a special ability.

Costs

Cost of crafting a masterwork arrow is gp.

Base price of enchanting an arrow with a weapon

bonus:

+ weapon bonus = gp

+ weapon bonus = gp

+ weapon bonus = gp

+ weapon bonus = gp

+ weapon bonus = gp

Note that the caster level required to place a given weapon

bonus on an arrow is three times the weapon bonus.

Arrows with spell eects are considered to be

single use, use activated items. e additional cost is

calculated in the following way:

Spell level × Caster level × gp

Weapon type Cost: Damage: Critical: Range

increment

Weight: Type

Elven Slimblade 100 gp 1d8 18-20/×2 – 2 lb Slashing

Shimmerleaf dart 10 gp 1d4 ×2 10 ft lb Piercing

Thornball 1 gp 1d4 ×2 10 ft 1 lb Piercing

Thorn Glove 5 gp 1d4 ×2 – 1 lb Piercing

Thorn Whip 2 gp 1d2 ×2 15 ft . 1 lb Slashing

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Magic Arrow Notes

Any time a magic arrow misses its target there is a %

chance that it breaks or is otherwise rendered useless.

Any magic arrow that hits its target is destroyed. e

arrows created here are assumed to be created at the

minimum caster level required to create the arrow.

us an arrow based on a st-level spell eect, which is

able to be cast by a st-level caster, is assumed to havebeen cast at that level. An arrow based on a rd-level

wizard/sorcerer spell eect would be based on having 

a minimum caster level of th (wizard) as the basis for

its cost calculation.

Saving throws against spell-like eects are

computed on the basis of + level of the spell + min-

imum ability modier required to cast a spell of the

level. us, using the example of a nd-level spell, the

minimum required ability score to cast spells of nd

level is , a + ability modier. us a saving throw

against a nd-level spell eect would be against a DC

of .

Any duration times for spell eects are also calcu-

lated on the minimum caster level required to cast the

spell. A nd-level spell eect that lasts for one round

per caster level would last for three rounds since the

minimum levels a spellcaster must have to cast a rd-

level spell is three.

DMs may use these generic costs, or adjust for

dierences by characters. For instance, a wizard can-

not cast a rd-level spell until th level, but a sorcerercannot cast them until th level. Using the above cal-

culations, the dierence in caster levels required for a

rd-level spell add gp to the cost of enchanting an

arrow for a sorcerer.

Although it creates additional record keeping, as

well as increases costs, the arrows can account for the

individuality of spellcasters. us the DC of an eect

might be increased if its creator has a higher ability

bonus, or it could be cast with a metamagic feat or at

a higher caster level. However, with the exception of the ability score of a magic arrow’s creator, increasing 

either the spell or caster level often costs more than it

provides in terms of eectiveness, so it is usually not

done. is is especially true of increasing the arrow’s

weapon bonus.

Signal Flare Arrow (Galymir’s Signal)

A + arrow of this sort appears as a nely made ar-

row with a brightly multi-colored clay bulb at its tip

instead of an arrow-

head. When an arrow

of this type is shot into

the air it bursts in a bright ash

of color with a ' radius at a height of 

ve range increments for the type of bow that red it

(i.e. feet for a shortbow, feet for a longbow).

e spray is especially visible at night.

Although the arrow is enchanted to detonate at

its stated height, any impact with an object strong 

enough to stop its momentum (such as a tree, rock, or

even a body) causes the bulb to shatter immediately.

Anyone within the radius must make an immediate

Will saving throw against a DC of or be blinded

by the ash for d rounds. Blinded creatures have

a % miss chance in combat, lose any Dexterity bo-nuses to AC, grant opponents a + bonus on attack 

rolls against them, must move at half speed and suer

a ‒ penalty on most Strength and Dexterity-based

skill checks. Purposefully attempting to detonate the

arrow against a hard object requires a successful melee

touch attack.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, color spray; Market Price: gp; Cost to

create: gp sp +

True Flight Arrow (Galorn’s Steady Aim)

A + arrow of this sort appears as a nely made arrow

with white etching upon which are painted a series

of red concentric circles. In order to use this arrow, the

archer must carefully nock and draw the arrow and

concentrate on his target. When the arrow is loosed

after this time, the archer gains a + insight bonus

to the attack roll and ignores all miss chances against

concealed foes.

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For purposes of combat, nocking and drawing the

arrow is considered to be a move-equivalent action

while concentrating on the target is considered a

standard action; preparing the arrow to re is a full-

round action. e arrow must be loosed on the next

round (standard action), although the archer may

move up to his normal movement rate (move-equiva-

lent action) or take a -foot step before loosing thearrow. Note that no other actions can be performed

by the archer prior to loosing the arrow and the arrow

must be loosed on the round following the round it

was rst nocked and drawn. If the archer performs any

other action, or cannot loose the arrow in the round

following it being nocked and drawn, he loses the +

insight bonus and must begin the process anew.

e arrow can be red at any time as a normal +

arrow.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, true strike; Market Price: gp; Cost to

create: gp sp +

Web Arrow (Amendel’s Net)

A + arrow of this sort appears as a nely-made arrow

with a silken bulb at its tip instead of an arrowhead.

When an arrow of this type hits a target it ejects a

mass of thick strands of spider silk in a ' radius.

e archer may choose to shoot the arrow at an object

(such as the ground) or a creature. In either case the

archer must succeed at a ranged touch attack to hitthe target. Note that if the target is a stationary object

(such as the ground or a tree trunk) the eective AC

of the object is plus any adjustments for range. In ei-

ther case, if the target is missed treat the errant arrow

as a grenadelike weapon with a ' splash radius.

All those in the aected area must succeed at a Re-

ex saving throw against a DC of or be entangled.

If the arrow hits a creature, the area of eect is reduced

to a ' radius but the targeted creature itself does not

receive a Reex saving throw and is automaticallyentangled, although any other creatures in the area of 

eect still receive their saving throw. Entangled crea-

tures cannot move and suer a ‒ penalty to attack 

rolls and a ‒ penalty to eective Dexterity. Entangled

spellcasters must succeed at a Concentration check 

(DC ) to cast any spell requiring somatic compo-

nents. An entangled creature can break the strands

with a successful Strength check (DC ) or wriggle

out with a successful Escape Artist check (DC ).

e strands remain for a total of minutes and

then dissipate into thin air.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, web; Market Price: gp; Cost to create: 

gp sp +

Exploding Arrow (Elorndil’s Blaze)

A + arrow of this sort appears as a nely made arrowwith a ery red bulb at its tip instead of an arrowhead.

When an arrow of this type hits a target it explodes in

a reball burning everything within a ' radius. All

those within the area of eect take d points of dam-

age unless they succeed at a Reex save (DC ).

e archer chooses an area to hit and must suc-

ceed at a ranged touch attack to hit the designated

area. If the target is missed treat the errant arrow as a

grenadelike weapon with a ' splash radius.

Due to the great danger of setting forest res, elves

are reluctant to use these arrows in their homelands

unless the situation is desperate.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, reball; Market Price: gp; Cost to cre-

ate: gp sp +

Hold Person Arrow (Tyndil’s Grasp)

A + arrow of this sort appears as a nely made ar-

row with a small, hollow iron ball at its tip instead

of an arrowhead. When an arrow of this type causes

damage to a humanoid of Medium-size or smaller, thecreature must succeed at a Will saving throw (DC )

or be frozen in place. e creature is aware and is able

to breathe normally, but cannot take any physical

action. Because the arrow has a hollow iron ball at its

tip, it causes subdual damage instead of the normal

damage for its type.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, hold person; Market Price: gp; Cost to

create: gp sp +

Note: is is the wizard/sorcerer version of the

spell. Clerics can craft this type of arrow as well and

usually name it after their patron deity. e clerical

version of this arrow is identical except that the Will

saving throw DC is reduced to and the costs are

reduced.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, hold person; Market Price: gp; Cost to

create: gp sp +

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Petrication Arrow

A + arrow of this sort appears as a nely made arrow

with a tip made of limestone chased with gold. Any

creature hit by the arrow, as a result of a successful

ranged touch attack, must succeed at Fortitude save

(DC ) or be turned to stone (petried).

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, esh to stone; Market Price: , gp; Costto create: gp sp +

Screaming Arrow

A + arrow of this sort appears as a nely made arrow

with a hollow, ute-like tip. When an arrow of this

type hits a target it emits a piercing shriek that causes

d points of sonic damage to all those within a '

radius. Creatures caught in the area of eect must

also succeed at a Will save (DC ) or be stunned for

round. Stunned creatures cannot act and lose their

Dexterity bonus to AC (if any). Attackers get a +

bonus to attack a stunned creature.

e archer chooses an area to hit and must suc-

ceed at a ranged touch attack to hit the designated

area. If the target is missed treat the errant arrow as a

grenadelike weapon with a ' splash radius.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, sound burst; Market Price: gp; Cost to

create: gp sp +

Arrow of InfectionA + arrow of this sort appears as a nely made arrow

with a glass vial tip. When a disease arrow strikes a

creature in such a way as to cause damage, the creature

must succeed at a Fortitude saving throw (DC ) or

contact the disease placed in the glass vial tip at the

time of the arrow’s creation. e disease arrow may

contain any one of the following ailments: blinding 

sickness, cackle fever, lth fever, mindre, red ache, the

shakes, or slimy doom.

Caster Level: th; Prerequisites: Craft Magic Armsand Armor, contagion; Market Price: gp; Cost to

create: gp sp + XP.

Note: is is the cleric and druid version of the

spell. Sorcerers and wizards can craft this type of ar-

row as well. e sorcerer/wizard version of this arrow

is identical except that the Fortitude saving throw DC

is increased to and the costs are increased.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, contagion; Market Price: gp; Cost to

create: gp sp +

uiver of the Hunter

A quiver of the hunter is crafted by carefully stretching 

a piece of thin hide around the long, narrow bones

(typically rib bones) of an animal killed during the

elven winter hunt and is decorated with feathers,tiny bones, and gemstones or intricate embroidery.

Typically, a young elf receives a quiver as special gift

from his father or grandfather after completing his

ascendancy ceremony. Once per day, the quiver casts

keen edge and doubles the range increment of any

arrows or bolts stored inside it (the quiver holds

missiles). Once a missile is used, it loses its enchant-

ments whether it strikes the intended target or not.

Caster Level: th; Prerequisites: Craft Wondrous

Item, clairaudience/clairvoyance, keen edge; Market

Price: , gp; Weight: lb.

Feathers of True Strike

uite unremarkable, apart from their soft silvery-blue

hue, these are a collection of Eagle Feathers. Each one

seems to tingle slightly to the touch and each one has a

single black line that runs down the feather to the tip.

Taken from an eagle and left to stand under the

light of the moon for six days, these feathers are then

enchanted using old rites and rituals – a small drop

of an Archer’s blood is placed on each one and thewhole set are then blessed in another ritual. No one

Elven crafter created these items; they were discov-

ered thanks to a series of prophetic dreams sent by

the Elvish Gods. When used in the making of an

arrow as the ight they confer onto the weapon, the

ability to always hit the target (+ enhancement

bonus to hit) but they do only have d damage

rather than d. Still they can provide a useful tool for

those who learn to use them wisely – they are also

one shot items and can never be used again unless,remade.

e Bow of Stars

is bow appears as a longbow or a shortbow of pale

ivory color and hue. e string seems to be made of a

slim and taut single thread of silver, like the color of 

the moonlight. Set into the wood, and running down

the length of the bow are several diamonds (seven)

that glimmer with a star light icker. e bow seems

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to be made of some kind of silvery-white wood and

looks to be a strong weapon.

Crafted aeons ago by three master workers of their

art, this bow is as rare as it is beautiful. e three mak-

er’s names are inscribed in Elvish writing that spirals

inside the seven gems. ey are Evaniel, Setarian and

Kastar, the nest examples of their craft; each pos-

sessed a unique talent that they used in the creationof the bow. Formed from a single beam of moonlight

that was crafted into a wooden substance by the

transmuter Kastar, and set with seven tears from

Setarian, the enchantment of the bow was performed

by Evaniel – the master crafter of a particular caste of 

elves. He formed the tears into seven diamonds that

each gave the bow a particular power and gifted the

wielder with several abilities.

ose who hold the bow can

• See as an Elf can.

• Have the same ability in nding secret doors and

passages as an Elf.

• Can understand and speak Elven.

If an Elf holds the bow it doubles their eective vision

range.

e Bow’s powers

• Any arrow red from it is at + to hit.

• Any arrow red from it has a % chance to ignorearmor.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, gaseous form, continual ame, wish; Market

Price: , gp; Weight: lb.

e uiver of Stars

White leather and trimmed with silver, this is a

beautifully made uiver and the strap that either

connects it to a belt or across the back, is made of one piece of silver material – as tough as leather

but exible and soft. e surface of the leather is

tooled and features the carved image of a unicorn

and seven stars upon it. e strap has a single

blood red ruby embedded in a silver mounting that

rests over the heart when the uiver is worn across

the back.

A companion piece to the Bow of Stars this

uiver can function independently of the Bow but

gains a few extra powers when placed in proximity. It

was crafted again by the master crafter Evaniel, and

imbued with power by the self same Elven miracle

worker. In a complex ritual at the breaking of the full

moon from the midnight sky, Evaniel called forth the

elemental powers of his kind and placed within the

uiver the power of return, this allows the container

to always hold arrows, as any arrow red from the

Bow of Stars always returns to the uiver even if ithits or misses.

Without the Bow

• Can hold over arrows.

• e ruby over the heart acts like a periapt of 

wound closure.

With the Bow of Stars

• Arrows that are red from the Bow always return

to the uiver.

• e Archer can now re two arrows a round

rather than one. (Adds an extra arrow if the

Archer has any kind of rapid shot feat)

Caster Level: th; Prerequisites: Craft Wondrous

Item, Leomund’s secret chest, heal; Market Price:

, gp; Weight: –

S W

Darkblood’s Knife

A wickedly sharp looking knife, the blade is as black as pitch and seems to be made of some kind of 

obsidian, or ebony, the edge however gleams with a

feral sharpness. e hilt has no guard denoting that

this is certainly not a knife that should be used as

a weapon. e material of the pommel is ivory, and

the hilt is made from black steel…the whole thing 

is carved with icons of destruction and decay, death

and dismemberment. e knife itself is fully an arm’s

length and should really be classed more as a short

blade.ere are those of the Elven nature who are not

so fond of the world as they should be, they are not

as tied to the elements of life and hope. ey worship

foul Gods and in some cases demons and demon

lords. It is in the case of Darkblood that one of the

greatest tragedies of Elf history is told, the fall of a

bright and loving young man into a twisted and foul

proponent of the dark arts of Necromancy. Ethanial

uickstar was born into a loving and caring family,

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but was not always drawn towards the darker things

in life, strange experiments and odd thoughts about

death. He was more drawn towards helping his

family and friends any way he could. at was until

he fell in love with a cruel and capricious Elf maid

and her equally spiteful Sister. Not knowing which

girl to woo, he decided that he would woo them both.

Eventually there came a time to choose and he choseone over the other, this angered the younger Sister

so much that she ew into a wicked rage and killed

her older Sister before his eyes, he was able to ee

her wrath and escape with the body…he ran long and

hard until he could nd sanctuary in an abandoned

house at the edge of a twisted copse of trees. Here

were sown the seeds of his downfall – as the house

was home to a wicked spirit who slowly poisoned his

mind and turned him towards the dark arts. He was

unable to break free and so made the knife, following 

the mad ghosts teachings he forged a blade that could

bring undeath to any corpse it was so plunged into.

He was not to know this, the spirit misguided him

into thinking that it would restore the dead Elf maid

to life – he was a fool for believing such, but when the

knife entered her breast she came to murderous life

and killed him. In time the knife vanished from the

house and has found its way into treasure hoards and

other places – always bringing fear and death.

e blade grants the wielder the ability to control

undead as if a cleric four levels higher (or a th-levelcleric, if not currently one, and gain extra turning 

attempts.) If plunged into a corpse, the corpse

will raise as a zombie within d rounds. Killing 

someone with the blade will not cause them to rise,

you must stab them after they are already dead. Any

zombie created with the dagger may automatically be

commanded if they are within feet of the dagger.

Caster Level: th; Prerequisites: Craft Arms

and Armor, Craft Wondrous Item, th-level cleric,

animate dead; Market Price: , gp; Weight: lb

Lorlei’s Sliver

e rogue Lorlei Starshine was one of the quickest

wits the kings guard ever knew. Her speed and

cunning had successfully guarded the king’s life and

saved it a number of times in her decade of service.

One particular morning, Lorlei had noted several

of the king’s vassals in an unusual area of the palace.

She quietly slipped in behind them and followed,

curious to see what they were up to. e nobles

quietly slipped daggers from their belts and headed

for the royal chambers, up to devious designs. Lorlei

quickly felled one with a surprise attack and fought

heartily against the other three until help arrived.

e guards arrived to nd the last attacker sliding 

o of Lorlei’s sword. Lauded as a hero, she was

awarded a weapon of surpassing craftsmanship anddesign. e king himself escorted her through the

royal armory, and bade her to choose a weapon she

liked. Lorlei promptly chose the short sword, Sliver

from the many she had seen that day. ough non

magical there was something special about that blade,

she knew it was the one for her. e inlaid crescent

moon and fog that drifted down the blade spoke to

her. e -year-old blade looked freshly quenched

and polished.

She continued in her service to the king, the Sliver

at her side. She thwarted many more attempts on his

life, till she was laid low by a coward. She had made

enemies of a noble who desired to ascend a closer

relative to the throne. is man had hired one of 

the king’s aides to kill Lorlei, as she was the main

instrument of his defeat. Poisoned in her bed, she

was found in the early morning by the captain of 

the guard. Missing from her quarters was Sliver. She

was interred with full honors and as a member of the

royal family, one of a handful through the eons.

Within a month after her death, rumors abouta ghostly woman roaming the streets surfaced. e

reports were that she always appeared to be looking 

for something, and she looked distraught that she

could not nd it. In time, the reports ltered up to

the king. Convinced that Lorlei was searching for

her blade, he ordered the entire palace turned out

and searched. At that moment he caught a ash of 

green form the corner of this eye and turned to nd

a trusted aide poised to strike him down with Sliver.

e aide stood transxed, as he could not movethe blade to strike. e green brilliance grew, and

revealed the outline of Lorlei, protecting her king 

once again, this time from beyond the grave. e aide

was stunned; he could not believe his eyes. He told

her that he had killed her and she should be gone

from this plane. e king was outraged, he ordered

the guards to advance and take charge of the aide, for

he would be put to death. Lorlei did not waver, for

she had seen the face of the killer, she merely reached

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across the blade and took hold of the aide and they

vanished in a ash of light, taking Sliver with them.

e aide was found a few days later, spread over a eld

deep within the woods, but Lorlei and Sliver were

never seen again.

It has been theorized that Lorlei’s spirit has been

bound to the sword given her by the king. ere have

been rumors of women carrying a beautiful shortsword engraved with a crescent moon and fog who

have achieved great things through the years; perhaps

Lorlei and Sliver have not passed on from this world

after all.

is short sword is engraved with a crescent moon

and fog running down the blade. It is watched over

by the spirit of Lorlei, a former guardswoman who

served an elven king nearly , years ago, and who

was murdered by a traitor and coward. She carefully

 judges the wielder of the blade, if they are a person

of high morals and ideals, she does nothing, if they

are less than honorable, she manages for the blade

to become “lost” and move on to the next person.

Occasionally she causes the sword to emanate a green

glow, as a warning that there is some one who may do

the wielder harm nearby.

Silver + short sword.

Moonspear

is + returning shortspear is crafted of silvery-

white wood and tipped with a leaf-shaped silverblade. Once per day, while outdoors under starlight or

moonlight, the spear’s wielder can declare one of his

attacks a true strike attack. is + insight bonus

adds to the spear’s + bonus. Since the moonspear’s

blade is made of silver, it bypasses the damage

reduction of lycanthropes.

Caster Level: th; Prerequisites: Craft Magic

Arms and Armor, telekinesis, true strike; Market Price:

, gp; Cost to create: , gp +

Sourle’s Blade

is sword resembles a bastard sword in type save

that the blade is actually designed in an ‘X’ fashion,

running down from base to tip to taper into a point.

Down the metal (elven steel) is a jagged lightning 

design. e guard is made of a single oval gold plated

piece of metal and set with four red gemstones (ruby.)

ere are no other markings or ornamentation on the

guard at all. e hilt is a single piece of metal wrapped

with soft and supple leather, plain and unadorned.

e pommel is made from black iron and carved to

resemble a black panther’s head, the eyes being two

 jade stones. e teeth are picked out in silver plating 

and its expression is drawn from the big cat’s snarl.

is unusual weapon has a long and involved

history that would be better o left to the annals of 

time, but as in the case of all things magical – in theend it is brought into the light. It began life as a simple

unadorned blade without much ornamentation or

thought into the design, the original creator was the

apprentice of Evaniel and the blade brought him

nothing but shame, in the end he used the very sword

to end his own life. Oddly enough it was not Evaniel

who brought this on him, he counselled the youngster

to ignore the jibes and rebukes of his class mates and

continue to improve the weapon…but he listened to

their rumors and nally one day he could take no

more – thus he ended his life and the blade was left as

a reminder struck into the gravestone and lost to the

winds of memory.

e weapon is a + bastard sword with shocking 

burst.

Caster Level: th; Prerequisites: Craft Magic Arms

and Armor, call lightning or lightning bolt; Market Price:

, gp

e Sword of Shavana

is gladius like blade is made of a single piece of silver that has been bound to a hilt of dark bronze.

e whole weapon is covered in tiny swirls and spirals,

especially the blade – the crafter’s mark is cunningly

woven into the detail on the crystal pommel, where

there sits a reection of a wolf ’s head, in each amber

eye is a single curved S that marks the crafter’s sigil.

e whole blade ts nicely into the lacquered black 

scabbard, featureless apart from the single S caught in

relief on the bronze ttings.

Shavana was the daughter of an Elven weaponsmith who delighted in making ne simple blades;

she had a predilection for wolves and creatures of 

that ilk. So when she came of age he forged her the

sword. Making sure that the blade was gifted with

a few unusual abilities that would give his daughter

the perfect companion for her long travels. He bound

within the sword the spirit of a wolf who had recently

passed on near his community. But such weapons of 

beauty are often the lure for the forces of darkness

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or those of a greedy heart and mind. So the scene

had been set for a bitter and brutal murder, all to

take the sword, to possess it. When his daughter

was walking the streets of her community, a pair of 

cut-purse Elven brothers leapt upon her from the

shadows, they tried to struggle for the sword and in

the melee the blade was impaled through her heart,

even though the one brother was horried; the othershowed no pity at all and even made light of the fact

that she was dead. ey ran into the night, her soul

was unable to nd peace and sought the sword for

over ten years…nally she found it and her wolsh

companion spirit. Calling to the being within the

sword she forged a bond with it as the brothers lay

sleeping. Death was swift for them and those who

heard their tortured screams swear when they went

to investigate they found both bodies unmarked, but

they were dead. Only the wavering howl of revenge

was left as a marker to how they died; the blade

remained on the table where they had left it.

e sword is a + weapon, with bane against

undead and acts like a dancing sword. When the

sword dances the gure of the ghostly girl actually

ghts to defend the owner if they are of a good

heart. If an evil being touches the blade they will take

damage from it.

Caster Level: th; Prerequisites: Craft Magic

Arms and Armor, animate objects, summon monster I;

Market Price: , gp

Other Magic Items

e Belt of Silverblue

So it is named and so it is in the description, this

is a belt of ne silver and blue material, made of 

some kind of soft cloth – perhaps velvet or silk.

Unremarkable apart from the silver disc emblazoned

with a rabbit’s head, formed into the metal that acts

as a buckle or clasp.Legend has it that many of the enchanters and

mages of the old days could not wear any kind

of armor without risk of their magic failing or

backring; so one clever female crafter (Ceredwyn

Elanta) formed the belt of Silverblue to aid

mages and magic users. e belt confers the same

protection as Chainmail does to a warrior and gives

the wearer a signicant boost to their Intelligence

or Charisma depending if they are a Wizard or

Sorcerer. + Intelligence or + charisma depending 

on class.

Caster Level: th; Prerequisites: Craft Wondrous

Item, commune or legend lore; Market Price: , gp;

Weight: –

Bowstring of Rainbows

A curious thing is this bowstring, since it does notactually look like any kind of bowstring at all, the

only thing vaguely strange about the thread is the

fact it seems to be just a string, made of multicolored

twisted bands. It seems to t any size of bow and

will show up under magical interrogation, glowing a

myriad of colors.

e origin of this particular item comes, as

somewhat of a shock, for it was not created by any

crafter, but by accidental circumstances. A young 

Wizard was working on a variant of a Color Spray

spell when he knocked the chemicals and ingredients

over a long length of string. e concoction actually

bonded with the string and managed to infuse it with

strange and magical powers. e other Wizards did

many tests but nothing could be determined as to the

eect of this curious mishap. is is where the Elves

came in; in one last ditch eort the Wizards took the

string to a couple of Elven crafters who were most

interested to view it. ey did their own experiments

and it was found (By luck) that the string when

attached to a bow, acted as an unbreakable bowstring,and conferred the powers of a Color Spray spell

upon any arrow that was red from it. To this day

they have not yet been able to reproduce the eect

that lead to the creation, making this rather odd and

unique.

e string itself may be used on any bow. It

functions as if a wand, however it is a use-activation

item, with the ring of the bow being the use.

Caster Level: th; Prerequisites: Craft Wondrous

Object, color spray; Market Price: gp.

Magical Birds of Message Sending 

ese are not so much an item as a living, breathing 

show of the elves ability to weave natural magic over

natural things. ey are usually colorful birds with

ne plumage and striking beautiful markings. Well

preened and well kept, the elves often keep and breed

a particular kind of falcon for this, excellent for speed

and able to defend itself against airborne predators.

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When the spell is cast over this bird it gains the

power of speech and a vast endurance, able to travel

for hundreds and hundreds of miles on a single ight.

is is a magical power and the bird must rest for a

full day after it has been used, they can remember

anything that is spoken to them and mimic it back 

with full voice, tone and quality to the intended

recipient (they also have a form of telepathy thatallows them to cross the language barriers and

provide information even if the subject is deaf.)

ey are able to seek out the image of the person

they have been sent to nd and even ask questions

of those who they encounter.

Some of the more important birds are taught a

few verbal spells to aid them in their tasks. ese

can range from a single magical missile attack to an

invisibility spell (note these are like their counterparts

but lacking the somatic gesture requirement.) ey

are often used to send important messages from one

elven settlement to another, and are very rarely seen

in the human lands – only if the alliance between

elves and men is strong enough might one even be

glimpsed.

Caster Level: th; Prerequisites: Craft Wondrous

Item, endurance, imbue with spell ability, tongues;

Market Price: Most of the cost is associated with

the bird.

Dust of Restful Slumberis dust can be found in a number of containers,

and looks like a soft blue powder, which smells

vaguely of lavender and blossoms. e ne powder is

often suused with a gentle and pastel light, usually

in a hazy purple glow. It is usually found in a black 

velvet pouch, tied with a silvered string and a pair of 

letters on the front of the bag: ‘S Z’.

is is not a world shaking or shattering item

of power, but some have felt that it needed to be

mentioned, namely the creators of such a useful andhelpful powder. Her name was Siddonie. A slender

and attractive elven woman from the stone elves

clan or tribe…she required some method to relax

at night, suering from hideous nightmares. Her

friend Zolanda, another elven woman who shared

the same problem as Siddonie was somewhat of a

herbalist – they put their collective heads together

and fashioned a magical powder that was able to

induce slumber and a restful sleep. e powder

simply needs to be placed over the eyes of the

individual and vanishes in a soft whisper of sound

and a pastel light. e recipient is then given a restful

night of perfect, dreamless and sound sleeping.

Willing elves can purposely allow this magic to

take eect on them, for a dreamless meditation.

Caster Level: th; Prerequisites: Craft Wondrous

Item, sleep; Market Price: gp; Weight: –

Falhyn’s Wand of Feline Summoning 

Around three feet in length, this is a good-sized

wand made of that silvery-grey metal known as

Platinum. Along the length of the wand are several

Feline images of various cats, big cats and small cats.

e artwork is excellent, verging on the exquisite and

fantastic – At both ends of the wand are two small

stones, one diamond and one ebony, they have been

carved into small likenesses of cat’s heads, the one a

simple but authentic panther, the other a smaller and

more detailed house cat.

Deep in the Elven Woods of a nearby Kingdom

there was a woman who loved all things to do with

nature, and the natural world. She was another of 

the Elven blood and brought her own magic to

many wonderful items and creations. One of the

most famous is her Wand of Feline Summoning 

that calls various Felines to the wielder’s aid – once

summoned they remain until dismissed and the

limit to the amount is based upon the intelligenceof the being using the wand. e wand also allows

the wielder to control and direct the actions of all

Felines within the area of eect, some have said that

the Sorceress who created the wand required some

way of getting those pesky furry beings to do what

she wished of them.

As we all know – cats are a rule and law unto

themselves and will always do the opposite of that

which is asked. Or they may just stare unblinking 

at the foolish human or demi-human with a self-satised look or cat-smirk on their face. Little is

known about the creation of the wand, save that a

lot of cat-hair was involved and a good amount of 

sneezing from the woman herself, it was a shame

that she was allergic to the creatures she loved so

much.

Caster Level: th; Prerequisites: Craft Wand;

animal friendship, summon nature’s ally II; Market

Price: gp; Weight: –

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Kelindel’s Glasses

ese are the strangest pair of spectacles that one

could ever hope to see, round-rimmed and made

of some kind of black glass. Perhaps soot mixed

with the glass in the smelting stages. e rims and

framework are made of a peculiar kind of black 

metal that while tough seems to be outstandingly

exible. A monogrammed ‘K’ is placed on both sidesof these glasses, picked out in stylish silver plating.

Some say that a talented stone elven musician

made these glasses because she suered from a

rare sensitivity to bright light, which caused a great

deal of pain to her sensitive eyes. She also played a

peculiar kind of music that was soulful and quite

depressing – some whispers say that these glasses

helped enhance her image as well. Of course, those

whispers they were usually said quite far from

her hearing. No matter what was said, the glasses

proved to be thoroughly eective and gave her eyes

the protection from bright light they so needed. Not

to mention enhancing how she looked while playing 

her chosen wind instrument.

e wearer of these glasses is immune to

blindness, and receive a + resistance bonus to gaze

attacks and similar spells (i.e. color spray).

Caster Level: th; Prerequisites: Craft Wondrous

Object; remove blindness; Market Price: , gp;

Weight: lb

Kelindel’s Soulsong 

It’s either some strange kind of torture device or an

instrument designed by a mad goblin that’d been

smoking some very strange druidic concoctions.

Silver in color and curved in a ‘J’-type shape. One

end, the largest has a wide open spout from which

sound issues forth once the thin tapered end is

placed into the mouth and blown on. Of course,

there are a myriad of ways to change the sound

that comes out, by breath or by using the variouskeys that one nds running down the body of this

instrument. e sound that pours forth from this

particular contraption is a soulful and beautiful

lamenting tone, capable of bringing many people

to tears (or forcing them to leap o clis and high

places.)

e brainchild of the same being who created her

glasses, this is known as a Soulsong and they’re a rare

and disturbing musical instrument. ey require

some skill to play and those who attempt to get so

much as a peep out of one without proper training,

sound as though they’re blowing an inatable castle

up without the use of the correct ‘Compressor’ spell.

It’s a horrible mangled gasp of air that often puts

armies of Orcs to ight, and causes allies to attempt

to look for a way to silence the badly played tune. Of 

course, if you have the training it can sound like achoir of heavenly angels is singing a lament for the

fallen. Kelindel made this instrument from various

cast o parts to begin with, and over the years she’s

slowly put together a new one that looks and sounds

much better…now she uses both her glasses and this

Soulsong to pull the heartstrings of admiring fans

and possible suitors across the provinces and lands.

is item may be used times per day. It may

either be used to give a + luck bonus to all allies for

minutes, or cause fear in enemies (Will negates

DC ). e radius of eect is feet.

Caster Level: th; Prerequisites: Craft Wondrous

Item, fear; Market Price: , gp; Weight: lb.

Philter of Fireies

is sealed crystal ask contains reies suspended

in amber. Upon speaking the command words “Oh

ies of night, guide me with your glowing light,” the

ask slowly begins radiating a soft amber light. After

one minute, the light illuminates a -foot radius,

after two minutes it brightens to ll a -foot radius,and after three minutes the amber light illuminates

a -foot radius and functions exactly as the daylight 

spell for a further minutes. e light of the philter

is extinguished when the wielder speaks “Sleep now

ies of night.” e light from the philter activates up

to three times per day.

In addition to the above eect, the philter allows

its wielder to detect secret doors as the divination

spell. A silhouette of shimmering amber outlines

any secret doors in the wielder’s line of sight. ispower works three times per day, lasts for three

minutes, and activates after the philter reaches full

illumination by speaking: “Oh ies of night, reveal

to me the ways held tight.”

is power can be activated multiple times

during one illumination period.

Caster Level: rd; Prerequisites: Craft Wondrous

Item, Alchemy skill ranks, daylight and detect secret

doors; Market Price: , gp; Weight: lb.

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Sangham’s Crystal Stave

A good ve feet in length, this is a single rod of 

crystal, awless and perfect in every smooth line and

turn. It is carved on the surface with various wild

animals and motifs. Wolves feature prominently

on the stave as do various foxes, birds of prey and

woodland features (vines, leaves, trees.) e whole

stave is a study in the wild and wild places. Only twoplaces on the sta are covered with a soft and sturdy

wrapping, the places where a hand could hold it as

a weapon.

e stave was made by the mage Sangham to

aid him in walking and defence, it is unbreakable

and only the maker can unmake it. A slight magical

aura surrounds the weapon at all times and it is said

that at the owner’s will two sharp blades will appear

from the each end, forming a bladesta. e blades

are made from the same crystal as the stave and are

extremely sharp.

Sangham enchanted the sta with a few other

powers and gave it the ability to recharge from

being immersed in a running stream; he was always

obsessed with the wild and had an enormous love for

Wolves and all things wolf-like.

e creation of such an item is a mystery to most,

some say that he cut a long swathe out of the earth,

waited for it to rain and then collected the rain in the

shape of the stave. Using his magical powers he then

forced the rain to take on the form of an unbreakablecrystal and shaped it into the stave, the gods were so

pleased they each placed a symbol of the wild upon

the item and gave it magical powers beyond a normal

sta. Of course, only the mage knows the truth of 

the matter and he is content to let people believe

what they will, his stave no longer in his hands has

been lost to the winds of time and a new project

fascinates him now – he may remember where he

lost it and come looking for it one day, or he may

simply consign the item to the ethers of his mindand allow who ever stumbles upon it, to keep it.

is weapon counts as a + sta of thundering.

Caster Level: th; Prerequisites: Craft Magic

Arms and Armor, blindness/deafness; Market Price:

, gp

Artifacts and Unique Itemse Flute of Twitch

An ordinary looking ute you might think as you

examine it, but it’s made not of wood, or steel or

crystal – but of bone. As white as the snow capped

peaks of the mountains, and as smooth as an Elven

Carouser’s charm; a few letters are engraved into thesurface of the instrument – Twitch.

Twitch was a young elf who got into far too many

scrapes and usually out of them, until one day he

bit o more than he could chew and was captured

by Orcs, who promptly cooked and ate him – they

were planning what to do with the last tasty morsel

when something odd happened, the bone ute that

the chieftain wore – began to sing in a most amusing 

manner about his indelities with all the other hidden

wives around the various tribes. is was bad timing 

since the chieftain, Ulgamush, was holding a big 

banquet in the honor of a recently signed peace treaty.

Fighting broke out and one of the biggest battles in

the history of Orcish war happened right before the

main course’s very eyes…

What Twitch didn’t know was that he’d already

been killed, cooked and eaten and was observing 

this particular battle through the eyes of a ghost. e

chief had made a ute of his bone and planned to

give it to his mate on their wedding (bonding) night.

Twitch did not realize at the time, but he was boundto the instrument and every time he spoke the Flute

would play his voice. Ironically in death he became a

bigger pest than he was in life, and it was all thanks

to the Orcs. If they’d been alive to realize this, they’d

have probably killed, cooked and eaten their chief for

unwittingly aiding Elven society somehow… orcs are

a funny lot.

Horn of the Great Stag (Artifact)

e horn of the great stag is a potent halfspear createdby the mythical elven hero Brieshe. According to

elven lore, Brieshe fashioned the spear from the

antlers of the great elk Nishrethi – his animal ally

and the noblest animal ever to grace the world – after

Nishrethi was slain in battle against a horde of tanar’ri.

Brieshe eventually hunted down the demonspawn and

after a grueling battle through the planes slew them all

with the spear.

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e horn of the great stag is a+ thundering halfspear 

that grants a + enhancement bonus to Strength

and can be used to cast the following spells three

times per day each: dimensional anchor, displacement,

haste, and  plane shift. All spells are cast at Caster

Level .

Tensen’s Fighting DiscsA pack of six black and silver discs, they feature some

sort of demon head carved into the metal (probably

steel) and glow softly in the dark. ey have wickedly

sharp looking edges and can draw blood quickly if 

not handled correctly.

In a pact made a long time ago, with a demon lord,

the Wizard Tensen sold his soul to the blackest of 

them all – the prize was the power to create items

of such potency that he would be known above the

great crafter, Evaniel himself. ese discs cannot be

thrown but if set loose they will (like Ioun stones)

slowly orbit the wielder and obey simple thought

commands, such as strike and return. Only one disc

can be thrown at a time but all six discs have dierent

powers each. ey will drop to the ground after being 

used six times per day. One disc is counted as a use.

e discs strike using the same rules as a ranged

touch attack, and are considered + weapons for the

purposes of striking creatures that can only be hit by

magical weapons. e + does not add to damage.

Each disc does d damage regardless.

• Disc Strikes with the eect of a chain lightning 

spell cast at th level

• Disc Strikes as if it had scored a critical hit

(nd to hit roll required) doing × damage

(normally each disc does d)

• Disc A hold person or monster spell as per a th-

level caster.

• Disc A color spray as per the Spell of th-level

caster.

• Disc Creates a aming sphere at the target

creature cast at th-level, that then randomly

rolls around the targets for d rounds, burning 

out. All the while there is a manic giggle that

emanates from the ball.

Cursed ItemsFeather’s Boots of Stuttering Steps (Cursed)

ese boots are those kind of pixie-like boots that

often can be associated in some fairy-tales about

the Elves and the Elven peoples, kith and kin. ey

are typical in looks to the way humans perceive the

footwear to be. Except these, of course, are a garishgreen and have the little turnout aps that are

expected of this kind of footwear. e soles of each

boot are haphazardly made and attached as if the

maker had little time to nish them, yet surprisingly

enough they are durable looking and keep the water

out it seems. ey have no laces and actually seem to

shrink to t the wearer perfectly.

What can be said about Feather? at can be

repeated in polite company? Not much to be honest,

she was an Elven beauty of more looks than brains

and a second-class Enchantress. Which means that

when she created her famous boots of climbing, to

help a friend of hers in his long treks, she actually

created: Feather’s Boots of Stuttering Steps. Anyone

who wears these garishly colored boots will nd that

they don’t help you climb at all, quite the opposite,

you have a % chance of falling over, making a fool

of yourself and just plain tripping even when you try

and walk, one boot tries to go slow, the other boot

tries to go fast, and both boots seem to alternate

this eect. Feather had to ee the Kingdom and wasunfortunately killed not long after as she attempted

to don her ring of ight only to nd out that it was

only the ring that ew…

At the bottom of a lonely mountain somewhere

it’s said that some Elves took pity on her, buried

her with a small ring of cairn stones and the legend.

“Feather’s fall was here.” To most of the Elven people’s

she is a joke trotted out at big events to make the

younger Elves and guests laugh. Movement rate on

a wearer must be halved if they wish not to take thechance of falling over each round.

Caster Level: th; Prerequisites: Create Wondrous

Item, bestow curse; Market Price: , gp.

Ivory Comb of Charismatic Beauty (Cursed)

Seemingly made of the purest ivory, this white

comb is the perfect way to keep unruly hair out of 

the way. It has been engraved with small runes and

writings, along with being carved into a traditional

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animal shape – this being a Unicorn, one of the many

symbols of nature and beauty. e Unicorn’s eye is

picked out with a beautiful blue stone that shimmers

with a sapphire gleam. e tangs of the comb run

down in slight curves from the broad back of the

animal and seem to be made of silver.

is comb was made for a particularly arrogant

and vain Elven ueen, one who showed neithersoul nor compassion for those she ruled. e only

things that mattered to her were the acquisitions of 

power, wealth and fame; she scoured the lands for

a crafter that would make her a magical item that

could enhance her beauty. So in love with her self 

was she that she spared no expense in the design or

the making of this particular item. So it was that the

master crafter came to visit, and he was so appalled

by what he saw that he crafted the item, but also

laid upon in – some have said, a curse that caused

the wearer to only ever speak the truth. For great

beauty does not often lead to great wisdom. It was so

made by Evaniel that those who valued these things

above all others would suer the negative eect of the

Comb, but those who were true of heart and soul,

would have their beauty enhanced.

e gift was given to the ueen and in her opening 

speech, now fully radiant she told the assembled how

much she wished they would all grovel and kneel at

her feet. e more she lied to them, the more her lies

were undone, until the whole Council rebelled andduring the riot she was killed. A young pick pocket

later on came into the possession of the Comb, stole

it and became one of the most respected Rulers in

the Kingdom…perhaps Evaniel knew something 

after all; but that is another story.

Enhances Beauty, but at the cost of the person

revealing their inner feelings – lies become truths,

deception is revealed. + enhancement bonus

to charisma, ‒ enhancement bonus to blu and

diplomacy.Caster Level: th; Prerequisites: Create Wondrous

Item, bestow curse, charm monster; Market Price:

, gp.

Stormwolf ’s Amulet (Cursed)

Only made of wood, this simple looking amulet rests

easy on the eyes of the viewer and seems to have

been crafted with a high degree of skill. A stylized

Wolf ’s head has been captured in furious snarling,

eyes almost maddened. Colored a deep mahogany

and painted with dark red eyes, this is not an image

of calm nor does it ll the viewer with any feelings

of peace. A long leather thong attaches to the amulet

and the whole thing shines brightly in the pitch

black.

Anger created this amulet; anger and retribution,

infused with the power of lightning and that of astorm. It is said that on the night of the full moon a

great act of betrayal forged this particular bestial item.

Once more jealousies were great between two Elven

brothers and both of them shared the same love of 

another girl, one was much more capable of murder

than the other. He took his brother out under a dark 

and stormy night and slew him in cold blood, throw-

ing his wolf amulet out into the dark he returned to

claim that a pack of wolves had done this terrible deed.

e following morning a hunt was called and the local

wolf pack was exterminated, down to the last one – a

proud and noble Alpha who fought till the bitter end

to protect his pack. Saddened that he could not, his

soul reached out to the Gods themselves as he died

asking for vengeance – his plea was so granted and

the wolf ’s soul became bound to the amulet, along 

with the brother’s.

e Elf clan was visited that night by a terrible

storm, and the whole clan land was wracked by

harsh winds and lightning. Some have said that they

could see the brother in the wind and the wolf inthe clouds. By morning the murderous brother was

dead and those who harmed the wolves in the hunt

lay with him, not a mark upon their bodies. Lying 

by the side of the murderous brother’s body was the

amulet, which was taken by one of the other Elves,

unwittingly, for he did not know that he would carry

not only the curse of Lycanthropy for the rest of his

life, but also that his Elven blood would be for ever

changed.

e ring once placed on a nger, will not beremovable except via death, removal of the nger, or

a sucently powerful spells such as remove curse or

wish. e wearer will be inicted with lycanthropy

(wolf ) no matter what their race.

Caster Level: th; Prerequisites: Create Wondrous

Item, bestow curse; Market Price: , gp.

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Chapter Three:

Elven SpellsBardst Level

Darkhood

Spell Arrow

nd level

Fortify Water/Wine

Focus of the

Magical Mind

Moonspray

Clericst level

Spell Arrow

Tree Shield

nd LevelFortify Water/Wine

Life Sense

rd Level

Flying Stones

th Level

Strength of the Oak 

 S∂rcer∂r/ Wizard

st Level

Brieshe’s Battering Ram

Camouage

Darkhood

Ray of Clumsiness

Ray of Dimwittedness

Ray of Gracelessness

Ray of Imprudence

Spell Arrow

Vine Whip

nd Level

Flying Stone

Focus of the Magical Mind

Improved Camouage

Keen Eyes of the Hunter

Moonspray

uiet Step

rd Level

Mass Improved

Camouage

Mass uiet Step

th Level

Phase Arrows

th LevelLesser Sphere

of Absorption

th Level

Greater Sphere

of Absorption

Druidst Level

Camouage

Ears of the Fox

Eyes of the Bat

Eyes of the Hawk 

Eyes of the Owl

Nose of the Dog 

Obscuring Leaves

Sneak of the Weasel

Spell Arrow

Tree Shield

Vine Whip

nd Level

Fortify Water/Wine

Improved Camouage

Keen Eyes of the Hunter

Life Senseuiet Step

Sacred Claw

Swirl of Leaves

orn Storm

rd Level

Flying Stone

Mass Improved

Camouage

Mass uiet Step

Wings of the Eagleth Level

Splinter Storm

Wall of Wood

th Level

Strength of the Oak 

th Level

Flesh to Wood

Shard Storm

Wood to Flesh

 Rangerst Level

Camouage

Ears of the Fox

Eyes of the Bat

Eyes of the Hawk 

Eyes of the Owl

Nose of the Dog 

Obscuring Leaves

Sneak of the Weasel

Spell Arrow

nd Level

Improved Camouage

Keen Eyes

of the Hunter

uiet Step

Sacred Claw

Swirl of Leavesorn Storm

Tree Shield

rd Level

Mass Improved

Camouage

Mass uiet Step

Wings of the Eagle

th LevelSplinter Storm

Wall of Wood

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Cleric Domains

B

To the elves this not only means the beauty of the

body but the mind as well. is is the archetype for

those elves that desire to see the world with a little

rose tint to it. e sphere concerns personal appear-

ance, mental well being and of course the beauty thatsurrounds the elf. It can also be used to represent the

outside world as well, nature, living things and inani-

mate objects. Although most elves may draw the line

at such creatures like the Beholder – even though the

old statement might be correct.

Class Skills: Gather Information

Granted Power: You can use Turn Undead attempts

to rebuke or command normal people, as if charming.

. Change Self 

. Glamour

. Repulsiveness

. Discern Lies

. Lesser Geas

. Heroes’ Feast

. Insanity

. Holy Aura

. Antipathy

C

Craft is at the very core of any elven society and this

particular sphere concentrates on the making, crafting and creation of many things; from magical items to

normal mundane objects. ose who are concerned

with the craft sphere can also expect to revere the

skills that actually go into the making of such items.

Often elves will turn their creations into elaborate

rituals and form complex rites to secure their place in

the annals of history.

Granted Power: Gains a bonus skill point per level

to be used towards craft, profession, or knowledge

skills.. Bless Water

. Wood Shape

. Stone Shape

. Minor Creation

. Fabricate

. Major Creation

. Disintegrate

. Transmute Metal to Wood

. Polymorph Any Object

F

ese are the elven worshippers of the very creatures

that make up the world. is is the sphere of animals

and animal worshippers and often covers the habits

of the creatures as well as their habitats. It is not too

far from the truth to nd those who take delight in

the Fauna sphere, dressing as the animal, wearing hide

or skins of the animal and emulating the animal tobe more in touch with their sphere. It must be noted

that the majority of those who interact with Fauna are

focussed on one particular animal, for example: the

wolf.

Class Skills: Handle Animal. Animal Empathy may

be treated as a cross-class skill.

Granted Power: Priests have the ability of animal

friendship on a favored animal of their diety. th level

priests of the domain gain the ability of wildshape in

the form of the favored animal.

. Calm Animals

. Animal Messenger

. Hold Animal

. Speak with Animals

. Dominate Animal

. Animal Growth

. Summon Nature’s Ally VII

. Animal Shapes

. Summon Nature’s Ally IX

FFlora is the sphere that relates to the elves literary

love of forests and the wild. By this of course it is

meant that most human and humanoid rumours

and texts will mention that the elusive creatures of 

nature, are indeed found in forests and wild places.

is is probably due to the fact that those who follow

Flora spheres are always found in their chosen habitat.

Usually co-existing with those of the Fauna sphere

who use the habitat as part of their natural animal

emulation.Class Skills: Knowledge (Nature), Wilderness Lore

Granted Power: You can use Turn Undead attempts

to rebuke or command plant creatures.

. Entangle

. Tree Shape

. Plant Growth

. Control Plants

. Commune with Nature*

. Wall of orns

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. Transport via Plants

. Command Plants

. Shambler

* Can only be cast in an area

controlled by the diety (i.e.

forests).

He sphere of the hunt encom-

passes not only the hunt itself,

but also the actual hunter:

prey and the rituals that go

into the sacred chase. ose

who step in the tracks of the

hunter best be ready to follow

the codes and tenets to the

letter. is sphere to the elves

is almost as important as the

spheres that have preceded it,

for this is the old way and the

way of their forefathers; since

the rst elf drew bow upon a

deer in a deep wood. It also covers the preparation

and skinning of the prey (If it is applicable) when the

hunt is done.

Class Skill: Wilderness Lore

Granted Power: True Strike /day.

. Animal Friendship

. Death Knell. Location Object

. Locate Creature

. Repel Vermin

. Find the Plath

. Bigby’s Grasping Hand

. Discern Location

. Foresight

 J

Life is a never-ending series of walkways from onerealm to the next; this is especially true of those

who venerate this sphere. Wanderers, vagabonds and

travellers of all kinds can be walking the path of the

 journey. It not only covers the people however but

also the travel itself and can draw power from the

distance between places, worlds and even dimensions.

e power exists between land, sea and air…those

of the journey sphere are attuned to the places and

features. Oddly enough energy can be drawn from a

signpost or a marker of some kind, at a pinch being 

used as a holy site. is gives rise to the old tale about

Crossroads and criminal bodies/corpses. Especially

the vampire, for it was said that the power contained

in such transitional places could halt the rise of 

the dead.

Granted Power: You gain a celestial creature as if itwas a familiar. Treat all details as a similar creature

that was a wizard’s familiar. If the celestial familiar

dies, monster summoning of the type of creature

will not be possible for month, after that time a new

celestial creature may be summoned as a familiar.

. Expeditious Retreat

. Animal Messenger

. Tongues

. Fly

. Dimension Door. Passwall

. Teleport without Error

. Phase Door

. Teleportation Circle

L (S)

Attraction is a powerful thing and this is the sphere

that covers all kinds of mental and physical attraction.

Not only the love of a man for a woman or a brother

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for a sister…but the love of a father for his son and

the love of a wizard for a good strong pipe of Auld

Frogfoot Tobacco. is is the sphere that the elves

who enjoy a free roaming lifestyle can also enjoy, for

not only does it represent the purity of a relationship

to them – on the other side of the coin it becomes lust

and sex. is particular sphere covers all the emotions

and feelings of the relationship and the emotions/passions, outcomes of the act. So too are the mistakes

that can happen, for not only does this sphere cover

carnality but also birth as well. One could say that it

is indeed a fertile sphere to worship, but one might be

accused of using this for a quick pun.

Granted Power: e cleric may use turning attempts

to end rage eects (both those from a class ability,

such as the barbarian and caused by spell or super-

natural ability)

. Charm Person

. Detect oughts

. Suggestion

. Emotion

. Dominate Person

. Mass Suggestion

. Repulsion

. Mass Charm

. Sympathy

M

ose who want to rock the boat, those who want

to have fun, those who are just looking to paint a

picture of an orc on an elf king’s portrait. Well this is

the sphere for all of that for it represents jokes, japes,

rib-ticklers and the spread of chaos across the world.

ose who jump into the sphere of mischief are often

pureblood troublemakers who have to shake the treeand see how many apples fall on hapless travellers. You

might also nd those elves that are of a roguish nature

slip into the mischief sphere as well; after all it doesn’t

do any harm (to them) to keep in with the forces of 

chaos and disorder.

Class Skills:

Blu, Disguise, Hide, Move Silent, Pick Pocket

Granted Power: You gain bonus skill points which

must be used to purchase ranks in the domain’s class

skills.

. Silent Image

. Alter Self 

. Major Image

. Confusion

. Persistant Image

. Mislead

. Reverse Gravity

. Polymorph Any Object

. Time Stop

MOnly time and the weather can take

a toll on the great mountain, so this

sphere represents strength and stoic

heart. ose who revere the great

old men of the world do so because

they feel something in common

with these tireless protectors. e

sphere of the mountain also repre-

sents the courage to stand against

the greatest army or attempt themost dangerous task; the mountain

can stand for protection from your

enemies and from the element of 

re, for indeed is not hot lava locked

away deep inside? But the kinsman

of the mountain, the volcano is a

dangerous and unpredictable friend

to venerate – one never quite knows

when a volcano will blow.

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Granted Power: You may use Spellcraft to identify

any type of re spell. You may instantly trade out a

spell to be used to counterspell.

. Feather fall

. Soften Earth and Stone

. Meld into Stone

. Wall of Stone

. Move Earth. Find the Path

. Stone Tell

. Earthquake

. Elemental Swarm *

* Cast as an earth spell only.

P

We shall not suer the weak to be harmed through

inaction or delayed action on our part. is is the

major tenant of the sphere of protection. is stands

for protection, not only of those who are of elven

blood, but also those who are aligned to the side

of good. Also remember that this sphere can also

encompass the very animals that the elves protect

and revere. Creatures such as the Unicorn and the

good aligned monsters are all put under the watchful

eye and gentle embrace of the cleric who follows this

highly respected sphere.

Granted Power: e cleric gains the same reex save

progression as a rogue. When surprised, the cleric

may make a surprise check (d + level + WisdomModier) against a DC of + d. If the check suc-

ceeds, the cleric is not considered atfooted.

. Shield

. Protection from Arrows

. Protection from Poison

. Leomund’s Secure Shelter

. Wall of Force

. Stoneskin

. Antimagic Field

. Protection from Spells. Divine Glyph of Warding 

A

 Spells

B’ B R

Conjuration (Creation)

Level: Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Close ( ft + ft/ levels)Target: Any portal within range

Duration: minute/level

Saving row: None

Spell Resistance: No

is spell conjures a -foot long magical oak batter-

ing ram capped with an iron ram’s head. e battering 

ram appears and then hovers motionless in the air

until you direct it to bash open a portal. Once engaged

the battering ram bashes away at the barrier – once

per round, striking with an eective Strength of

(+ bonus) – until it breaks or the spell ends. As

a free action, you can command it to bash away at a

new barrier (but not creatures or walls; it remains

motionless upon such commands). e battering ram

oats through the air to a new barrier at a speed of

feet per round. e battering ram has the following 

statistics: AC ; Hardness ; hp ; immune to

spells that don’t cause damage (except for disintegrate

and dispel magic).

Material Component:

Small branch from an oak tree.

C

Transmutation

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: minutes/level

Saving row: Will negates (harmless)Spell Resistance: Yes (harmless)

e recipient of this spell including all equipment

carried takes on the general coloration scheme of the

immediate local environment at the time of casting al-

lowing them to blend into the background easier. e

spell bestows a + circumstance bonus Hide checks

in the immediate environment which is lost if the

environment is left.

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us a creature in a wheat eld would nd that

their skin and equipment take on a rich yellow and

brown color and gain the circumstance bonus. If 

the creature chooses to move into the nearby woods

however the circumstance bonus is lost as the color

is not a good match for the wooded environment. In

some cases the creature may suer a penalty of up to a

‒ circumstance bonus to Hide checks if the previousenvironment’s color scheme clashes heavily with the

one the creature is currently in such as the aforemen-

tioned creature moving into the gray stone environs of 

a dungeon.

Material Component:

Something from the immediate local environment,

such as a leaf for a forest environment, or sand for a

desert environment.

D

Conjuration (Creation)

Level: Bard , Sor/Wiz

Components: V, S, M

Casting Time: action

Range: Medium ( ft + ft/level)

Target: One living creature

Duration: round/level (D)

Saving row: Fortitude negates

Spell Resistance: Yes

e target of this spell has its head (or visual ap-

paratus) covered in a hood or blindfold of magicaldarkness and is considered blinded for the duration

of the spell. e hood disappears when the spell

expires. Creatures who possess the exceptional abili-

ties blindsight or tremorsense are unaected by this

spell.

E F

Transmutation

Level: Drd , Rgr

Components: V, S, DFCasting Time: action

Range: Touch

Target: Creature touched

Duration: hour/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

e subject’s hearing becomes keener. is spell

grants the recipient a + competence bonus to Listen

checks.

E B

Transmutation

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: hour/levelSaving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

e subject’s vision in darkness becomes keener. is

spell grants the recipient the ability to emit high-

frequency sound waves allowing them to ‘see’ (locate)

objects and creatures within feet in total darkness

in addition to providing a + competence bonus to

Spot and Listen checks. Although the spell is called

eyes of the bat, the ‘sight’ is actually a sonic ability and

can be silenced through magical means.

E H

Transmutation

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: hour/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)e subject’s daytime vision becomes keener. is

spell grants the recipient a + competence bonus to

Spot checks in daylight.

E O

Transmutation

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: TouchTarget: Creature touched

Duration: hour/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

e subject’s nighttime vision becomes keener. is

spell grants the recipient low-light vision, allowing 

him to see ve times as far as a human in dim light,

and a + competence bonus to Spot checks in dusk 

and darkness.

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F W

Transmutation

Level: Drd

Components: V, S, DF

Casting Time: action

Range: Medium ( ft + ft./level)

Target: One creature

Duration: InstantaneousSaving row: Fortitude negates

Spell Resistance: Yes

e target of a esh to wood spell and all its possessions

turn into a mindless, lifeless statue of it fails its Forti-

tude saving throw. e resulting wooden statue is an

exact likeness of the target and if it is broken or in any

way damaged, and the target is somehow returned to

its normal state, it has similar damage.

As a statue, the target is not actually dead as it

retains its soul, but it is not truly alive either; it is

eectively in a state of permanent suspension until

such time, if ever, the eects of the spell are negated.

Note that only creatures made of esh can be aected

by this spell.

F S

Transmutation

Level: Clr , Drd , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Medium ( ft + ft/level)Target: Up to ve creatures, no two of which can be

more than ft apart

Duration: round/ levels (see text)

Saving row: None

Spell Resistance: Yes

is spell transmutes normal stones or small rocks into

deadly magical projectiles that hover beside you await-

ing your command. e stones automatically hit any

target, even if the target is engaged in melee combat

or has anything less than total cover or concealment.After each attack, the stones instantly reappear at your

side. You may target the stones at a single or multiple

opponents on your turn as a standard action, dealing 

d+ damage with each stone. However, you must

designate your targets before you roll for spell resist-

ance; if you beat a target’s spell resistance, you can

continue to attack that target with the stones for the

duration of the spell. You can enchant one extra stone

every two caster levels past st (to a maximum of ve

stones). e stones remain enchanted for one round

from st to th caster level, two rounds from th to

th level, three rounds from th to th level, and

four rounds from th to th level. When the spell

duration ends, the stones drop to the ground beside

you.

Material Component:

Up to ve stones or small rocks.

F M M

Divination

Level: Brd , Magic , Sor/Wiz

Components: V, S, F/DF

Casting Time: action

Range: Personal

Target: You

Duration: round/level

is spell grants you increased magical focus and con-

centration. You gain a + bonus to Will saving throws,

and a + enhancement bonus to all Concentration

checks and caster level checks to beat spell resistance

for the duration of the spell.

Arcane Focus:

Small glass lens worth at least gp.

F W/W

Transmutation

Level: Brd , Clr , Drd , Magic

Components: V, SCasting Time: action

Range: Touch (see text)

Target: creature/ levels

Duration: hour

Saving row: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

When cast upon a glass or mug of liquid, this spell

bestows d temporary hit points and a + enhance-

ment bonus to Fortitude saves to anyone who drinks

it. You can aect one glass of liquid per two levels.A person must drink the whole glass to gain the

spell’s benets. Alternatively, you can cast this spell

upon a full wineskin or ask of liquid, but you can

aect two people per ask in this manner. (However,

you can cast it on multiple asks if they are avail-

able, up to your normal caster level limit of targets

aected.)

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G S A

Abjuration [Force]

Level: Sor/Wiz

Components: V, S, M

Casting Time: action

Range: Personal (see text)/

Medium ( ft + ft/level)

Area of Eect: ft radius burstDuration: Until expended or

minutes/level (see text)

Saving row: Reex half 

Spell Resistance: Yes (see

text)

As lesser sphere of absorption,

except that the sphere can

absorb spells of up to th level

and deals a maximum of d

damage (absorbing spell

levels).

Material Component:

A black star sapphire of at least

, gp value.

I C

Transmutation

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: TouchTarget: Creature touched

Duration: minutes/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

As camouage above, except that the coloration chang-

es with the environment. us a creature could move

from the dark green of the forest to the dark brown of 

an abandoned mine and have their skin color change

accordingly.

Material Component: Something from the initiallocal environment, such as a leaf for a forest environ-

ment, or sand for a desert environment.

K E H

Divination

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Personal

Target: You

Duration: minute/level

Saving row: No

Spell Resistance: None

Your hunting senses are temporarily enhanced by this

spell. You receive a + insight bonus to all Search,

Spot and Wilderness Lore checks, and a + insightbonus to all non-magical ranged attacks. You gain

these benets only if you are outdoors.

Arcane Material Component: A feather from an

eagle, falcon, or hawk.

L S A

Abjuration [Force]

Level: Sor/Wiz

Components: V, S, M

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Casting Time: action

Range: Personal (see text)/

Medium ( ft + ft/level)

Area of Eect: ft radius burst

Duration: Until expended or minutes/level

(see text)

Saving row: Reex half 

Spell Resistance: Yes (see text)is spell allows you to absorb spells directed at you

and channel their power into a potent sphere of 

magical force. e sphere appears above your head

when you cast the spell and begins crackling with

black lightning as it absorbs spells. Spells directed at

you seem to reect o your body and into the sphere,

creating a small explosion of sparks. e sphere hovers

in place, moving where you move. You do not have to

concentrate for the sphere to absorb spells.

As a standard action (at any time during the spell’s

duration or once the maximum number of spell levels

are absorbed), you can direct the sphere of energy at

any point within range, dealing d points of energy

damage for each spell level absorbed (maximum d,

or spell levels). e sphere ies in a straight line

and explodes at the designated point or if it impacts

against any objects barring its ight path, dealing 

damage to all within a -foot burst radius (spell

resistance applies normally). Creatures in the area of 

eect are allowed a Reex save to reduce the damage

by half.e sphere only absorbs spells that have you as the

target, cause damage (including ability damage and

negative levels), and aren’t area spells. Furthermore,

only spells of th level or lower are absorbed – spells

of higher level are too powerful to be absorbed by the

sphere. For example, shocking grasp and inict minor 

wounds are absorbed by the sphere, but reball (area)

or polymorph other (no damage) are not. You can elect

to lower any spell resistance you have to absorb spells

while the sphere is in place.If a spell absorbed by the sphere would put it

over the total spell levels maximum, the spell is

not absorbed and it aects you normally. When the

maximum absorption is reached, you must direct

the sphere at an area on your next turn or the sphere

immediately explodes above your head, dealing 

damage to you and all those who are within the

-foot burst radius. If you have lowered your spell

resistance, it does not apply in this case, but you can

still make a Reex saving throw for half-damage. If 

others are in the area of eect, any spell resistance they

have applies normally.

Material Component:

A black star sapphire of at least gp value.

L S

DivinationLevel: Clr , Drd

Components: V, S

Casting Time: action

Range: Medium ( ft + ft/level)

Area of Eect: uarter circle emanating from you to

the extreme of the range

Duration: minutes/level

Saving row: None

Spell Resistance: No

You can sense the presence and health conditions

of friends or allies within range of the spell. If an

ally is within range, you instantly know his position

(for example, “ feet east and feet north” or “

feet west and feet down”) and you can gauge his

relative health (normal, dying, or dead). However, you

must concentrate on a single ally to determine other

conditions aecting him (such as blinded, fatigued,

paralyzed, and so on). is spell foils any ability or

spell that allows an ally to feign death, but is blocked

by nondetection or other spells and spell-like abilities

that hamper detection and scrying magic. is spellcannot be used to detect the presence of enemies or

evil creatures, either known or unknown.

M I C

Transmutation

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Close ( ft + ft/ levels)

Target: One creature/level, no two of which can bemore than ft apart

Duration: minutes/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

As improved camouage above except that it aects up

to one creature per caster level.

e material component is something from the

initial local environment, such as a leaf for a forest

environment, or sand for a desert environment.

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M S

Transmutation

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Close ( ft + ft/ levels)

Target: One creature/level, no two of which can be

more than ft apartDuration: minutes/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

As quiet step above except that it aects up to one

creature per caster level.

Material Component: a small piece of soft leather.

M

Evocation [Light]

Level: Brd , Sor/Wiz

Components: V, S, M

Casting Time: action

Range: Medium ( ft + ft/level)

Area: -ft. radius burst

Duration: Instantaneous

Saving row: Reex negates and half (see text)

Spell Resistance: Yes

With this spell, you create brilliant beams of moon-

light that explode outward from a designated point,

dealing d points of damage + point per caster

level to all creatures in the area (maximum + dam-age). In addition, all creatures caught in the burst of 

moonlight are blinded for d rounds. A successful

Reex saving throw negates the blindness and reduces

the damage by half. Moonspray does not deal extra

damage to undead or creatures adversely aected by

sunlight.

Material Component: A crystal or glass bead.

N D

TransmutationLevel: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: hour/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

e subject’s sense of smell becomes keener. is spell

grants the recipient the ability to detect creatures and

specic scents within feet through an enhanced

sense of smell. If the creature or scent is downwind,

the distance is increased to feet. If the creature

or scent is upwind, the distance is reduced to feet.

Strong scents, such as smoke, can be detected at twice

the distances noted above. Overpowering scents, such

as skunk musk or a decaying corpse, can be detected attriple the distances noted above.

Merely detecting a scent does not reveal the exact

location of the creature or the origin of the scent. e

subject can take a partial action to determine the

direction of the scent. If the subject moves to within

feet of the scent the source can be pinpointed.

e subject may track a creature using its newly

enhanced sense of smell ignoring visibility restrictions

and surface conditions. Base DC for a fresh trail is

with an increase of for every hour since the trail was

made in addition to the normal modiers for tracking.

ese tracking eorts are made with a + competence

bonus due to the enhanced sense of smell.

O L

Conjuration (Creation)

Level: Drd , Rgr

Components: V, S

Casting Time: action

Range: Personal (' diameter circle centered on you)

Target: YouDuration: minute/level

You are surrounded by whirling leaves that make it

dicult for opponents to see you. e leaves provide

the equivalent of almost total concealment (% miss

chance).

e leaves are not a hindrance to you, as they

always stay clear of your line of sight so they do not

provide cover to opponents. ere is no way to clear

the leaves from you, even with re, as they are magi-

cally replenished in an instant as long as the spell isin eect.

P A

Transmutation

Level: Sor/Wiz

Components: V, S, M

Casting Time: action

Range: Medium ( ft + ft / level)

Target: Up to one projectile/level, all of which must

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be within ft of the caster at the time of casting 

Duration: round

Saving row: None

Spell Resistance: No

e caster can aect up to one arrow, bolt, or stone per

level. e projectiles must all be within feet of the

caster at the time of casting and must be loosed before

the end of the next round or the magic is lost.Projectiles aected by this enchantment can phase

ethereally through one material obstacle on the way

to their intended target. ey ignore any cover or

armor bonuses to AC provided by that obstacle. us

a creature peering around a tree would not receive the

benet of three-quarters cover (+ to AC) and could

be hit normally, nor would a creature wearing splint

mail gain its armor bonus (+ to AC).

If there are multiple obstacles providing cover, the

 phase arrow can only phase through the rst obstacle.

us a phase arrow red at a creature wearing leather

armor and using a tree for cover would ignore the

cover bonus to AC provided by the tree but not the

armor bonus provided by the leather armor.

e person employing a phase arrow must still be

able to see at least something of the target in order to

get an idea of where the target is. us a  phase arrow 

could be used against a creature peering out from be-

hind a door (nine-tenths cover) as long as the person

aiming the arrow can see that the creature is there.

A phase arrow can be red at a creature that cannotbe seen, such as a creature behind a closed door, but

the creature is treated as if it was invisible and derives

all the benets from that condition i.e. the shooter

must have spotted it, heard it, or otherwise knows

it is there in which case the shooter has a % miss

chance.

Phase arrows can be used to strike ethereal crea-

tures if the creature can be seen and if the phase arrow 

does not have to pass through a material object on the

way to the creature. Because they travel though theEthereal Plane,  phase arrows cannot bypass force ef-

fects and creatures employing force eects are entitled

to the force eects’ full protection against phase arrows.

Magic armor does not stop the phasing of a phase ar-

row unless it is based on a force eect.

S

Transmutation

Level: Drd , Rgr , Sor/Wiz

Components: V, S, M/DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: minutes/level

Saving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

e recipient’s footwear, or bare feet if none is worn,becomes soft and supple absorbing noise and con-

forming better to the contours of the terrain. e spell

bestows a + circumstance bonus to all Move Silently

checks.

Material Component: A small piece of soft leather.

R C

Necromancy

Level: Sor/Wiz

Components: V, S

Casting Time: action

Range: Close ( ft + ft/ levels)

Eect: Ray

Duration: minute/level

Saving row: Fortitude negates

Spell Resistance: Yes

An oily-black ray shoots from the caster’s hand. A

successful ranged touch attack is required to hit the

target. e target suers a ‒d enhancement penalty

to Dexterity. For each two caster levels the target suf-

fers an additional ‒ enhancement penalty up to amaximum additional enhancement penalty of ‒. e

target’s Dexterity score cannot drop below .

R D

Necromancy

Level: Sor/Wiz

Components: V, S

Casting Time: action

Range: Close ( ft + ft/ levels)

Eect: RayDuration: minute/level

Saving row: Fortitude negates

Spell Resistance: Yes

A dull-gray ray shoots from the caster’s hand. A

successful ranged touch attack is required to hit the

target. e target suers a ‒d enhancement penalty

to Intelligence. For each two caster levels the target

suers an additional ‒ enhancement penalty up to

a maximum additional enhancement penalty of ‒.

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e target’s Intelligence score cannot drop below .

Wizards aected by this spell have their ability to cast

spells severely curtailed, as it is likely their Intelligence

score will drop to below the minimum needed to cast

certain levels of spells if not all spells completely.

R G

NecromancyLevel: Sor/Wiz

Components: V, S

Casting Time: action

Range: Close ( ft + ft/ levels)

Eect: Ray

Duration: minute/level

Saving row: Fortitude negates

Spell Resistance: Yes

A smoky ray shoots from the caster’s hand. A success-

ful ranged touch attack is required to hit the target.

e target suers a ‒d enhancement penalty to

Charisma. For each two caster levels the target suf-

fers an additional ‒ enhancement penalty up to a

maximum additional enhancement penalty of ‒. e

target’s Charisma score cannot drop below . Bards

and Sorcerers aected by this spell have their abil-

ity to cast spells severely curtailed, as it is likely their

Charisma score will drop to below the minimum

needed to cast certain levels of spells if not all spells

completely.

R I

Necromancy

Level: Sor/Wiz

Components: V, S

Casting Time: action

Range: Close ( ft + ft/ levels)

Eect: Ray

Duration: minute/level

Saving row: Fortitude negates

Spell Resistance: YesA bright-pink ray shoots from the caster’s hand. A

successful ranged touch attack is required to hit

the target. e target suers a ‒d enhancement

penalty to Wisdom. For each two caster levels the

target suers an additional ‒ enhancement penalty

up to a maximum additional enhancement penalty

of ‒. e target’s Wisdom score cannot drop below

. Clerics and Druids aected by this spell have their

ability to cast spells severely curtailed, as it is likely

their Wisdom score will drop to below the minimum

needed to cast certain levels of spells if not all spells

completely.

S C

Evocation [Force]

Level: Drd , Rgr

Components: V, S, DFCasting Time: action

Range: Medium ( ft + ft/level)

Eect: Magic Claws of Force

Duration: round/level

Saving row: None

Spell Resistance: Yes

e sacred claws spell brings into existence a bestial

claw made of pure force that attacks the caster’s

designated opponent up to the maximum distance

indicated. Regardless of the type of claw chosen (see

below), the sacred claw deals d points of damage

per hit, has a critical threat range of and does dou-

ble damage on a successful critical hit. e sacred claw

can attack once the round it is cast and every round

thereafter according to its attack bonus. It uses the

caster’s base attack bonus as its attack bonus, allowing 

multiple attacks per round if the caster’s attack bonus

is sucient. It is a spell (force eect), not a weapon, so

it can attack all creatures, such as incorporeal, which

are subject to force eects.

e sacred claw always strikes from the caster’sdirection and does not count as an actual combatant.

It does not receive a anking bonus nor can it help

another combatant get one. It does not gain any of 

the caster’s feats (such as Cleave) nor can it perform

special combat actions (such as disarm), or be aected

by them. If the sacred claw moves beyond the maxi-

mum spell range, goes out of sight, or if caster does not

designate a new opponent should the original one be

defeated, the sacred claw ceases its actions and returns

to hover at the caster’s side.Anytime after the rst round the caster may use a

move-equivalent action to designate a new target for

the sacred claw. If the caster does not designate a new

target, the sacred claw continues to attack the previous

round’s target. Since designating a new target is a

move-equivalent action, the sacred claw can only attack 

once during the round the new target is designated

even if it has multiple attacks due to the caster’s base

attack bonus.

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e sacred claw can attack creatures with Spell

Resistance. e Spell Resistance is resolved the rst

time the sacred claw attacks. If the creature successfully

resists, the sacred claw is dispelled. If the creature’s SR 

fails, the weapon can attack the creature normally for

the duration of the spell.

e caster may choose the form that the sacred

claw takes. Elves often choose the claws of local rap-tors, such as hawks or eagles or even grions. Rangers

seem to prefer the larger land-based predators such as

bears or mountain lions.

S S

Conjuration (Creation)

Level: Drd

Components: V, S

Casting Time: action

Range: Varies (see text)

Area: Varies (see text)

Duration: Instantaneous

Saving row: Reex half 

Spell Resistance: Yes

e caster shoots forth thousands of stone shards

from his person. e shards cause d points of 

damage per caster level (maximum d) to everyone

within the area of eect.

e caster can choose to have the shards delivered

in a cone with a length of ' or a circular burst with

a radius of '.

S W

Transmutation

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: hour/level

Saving row: Will negates (harmless)Spell Resistance: Yes (harmless)

e subject’s movements become more skillful. is

spell grants the recipient a + competence bonus to

Hide and Move Silently checks and a + competence

bonus to Balance checks.

S A

Transmutation

Level: Brd , Drd , Clr , Rgr , Sor/Wiz

Components: V, S, F/DF

Casting Time: action

Range: Touch

Target: Arrow touched

Duration: minute/level

Saving row: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

Spell arrow gives an arrow the ability to deliver anytouch spell of rd level or lower that the spellcaster

can cast and has available at the time of the casting of 

spell arrow. e touch spell remains available as long 

as spell arrow is in eect ( minute/level) but if it is

not delivered within that time, it is lost when the spell

arrow ends.

An archer delivers an arrow enchanted with spell

arrow just as he would a normal arrow. However, he

only needs to succeed at a ranged touch attack in order

to deliver the spell eect. us it is possible that the

arrow does not deal damage (fails at a ranged melee

attack) but still delivers the spell (succeeds at a ranged

touch attack).

For example, an archer attempts to shoot a spell

arrow carrying a shocking grasp spell at an ogre. e

ogre’s AC is against the ranged melee attack is ,

but against the ranged touch attack is only an .

e archer gets a total of on the attack roll, good

enough to deliver the shocking grasp but failing to

cause any damage with the arrow itself. Had he

managed a total of or better, the ogre would havetaken damage from both the shocking grasp as well as

the arrow itself.

S S

Conjuration (Creation)

Level: Drd , Rgr

Components: V, S

Casting Time: action

Range: Varies (see text)

Area: Varies (see text)Duration: Instantaneous

Saving row: Reex half 

Spell Resistance: Yes

e caster shoots forth thousands of jagged wooden

splinters from his person. e splinters cause d

points of damage per caster level (maximum d)

e caster can choose to have the splinters delivered

in a cone with a length of ' or a circular burst with

a radius of '.

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S H

Evocation

Level: Sor/Wiz

Components: V, S, M

Casting Time: action

Range: Personal (see text)

Target, Eect, or Area: See text

Duration: minute/level (see text)Saving row: See text

Spell Resistance: Yes

A ring of small stars slowly orbits your head when you

cast this spell. Once per round as a standard action

(that does not provoke an attack of opportunity), you

can command one of the stars to explode, releasing a

magical eect. Each star is capable of producing one of 

the following eects:

) Cluster of Shooting Stars: e star explodes into

a cluster of four tiny shooting stars, which you

can direct at one or multiple targets within

feet. e shooting stars automatically strike any

target with less than total cover or concealment,

stunning the target for round (a successful Will

saving throw negates the eect). If you target a

single creature with multiple shooting stars, it

saves against each one – the number of failed

saves determines how many rounds the target

is stunned. e shooting stars move to avoid

any creatures or barriers in their ight path, but

they cannot pass through solid objects or magicalwalls of any kind. If a creature you target has spell

resistance, you must make a caster level check to

beat his spell resistance or the shooting star has

no eect and is wasted. However, once you beat a

target’s spell resistance, you can target him freely

with any remaining stars for the duration of the

spell.

) Orbiting Shield: Instead of exploding, the star

begins orbiting your body. In this position, it

can move to deect any incoming  magic missiles or projectiles (arrows, bolts, sling stones, thrown

weapons and so on) directed at you by a single

opponent for round per two caster levels. e

star has a % chance to deect each projectile,

regardless of how many are directed at you by an

opponent. You can choose to have the star deect

a dierent opponent’s attacks each round as a

free action. e star cannot deect missiles from

spells such as melf’s acid arrow, the ery bolts of 

 ame arrow (but it can deect the aming normal

projectiles of  ame arrow), or similar missiles that

are conjured or magically created, except for magic

missiles, as noted above.

) Revealing Stardust: Instead of exploding, the star

shoots through the air at a height of feet up to

feet in a direction determined by you, trailing 

glittering stardust behind it. e trail of dust set-tles to the ground, coating all creatures and objects

in an area feet wide along the star’s ight path.

Invisible objects and creatures in this area are

revealed for round per caster level as per the glit-

terdust spell, but are not blinded. e star ies in a

straight path and cannot pass through barriers of 

any kind – if it strikes a barrier, the star winks out

of existence.

) Star Cloud: e star explodes into a colorful cloud

of sparkling dust. e dust cloud surrounds and

moves with you, granting you a + deection

bonus to AC for round per caster level.

) Streaking Comet: A tiny, gleaming white comet

streaks toward and automatically strikes any

target with less than total cover or concealment

within feet, dealing d points of damage

(no saving throw). e comet moves to avoid any

creatures or barriers in its ight path, but it cannot

pass through solid objects or magical walls of any

kind. Although this eect doesn’t allow a saving 

throw, if any opponent you target has spell resist-ance you must make a caster level check to beat

his spell resistance (as with the cluster of shooting 

stars).

e number of stars you can create with this spell

depends on your caster level: from th to th level,

you can create two stars; from th to th level three

stars; from th to th level four stars; and from

th to th level ve stars. While orbiting your head,

each star radiates enough light to illuminate a -foot

radius – thus, ve stars illuminate a -foot radius,four stars illuminate a -foot radius, and so on. As

each star is commanded to release its eect, the radius

of illumination decreases appropriately. e eect of 

a star remains in place until its individual duration

ends or the spell’s duration ends (whichever comes

rst), and multiple stars can remain in eect at the

same time.

Material Component:

A silver pearl worth at least gp.

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S O

Transmutation

Level: Clr , Drd , Plant , Strength

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature Touched

Duration: minutes/levelSaving row: Will negates (harmless)

Spell Resistance: Yes (harmless)

is spell provides benets like bull’s strength and

barkskin combined. e subject of this spell gains

a d+ enhancement bonus to Strength and a +

natural armor bonus to AC. In addition, the subject

also gains a + enhancement bonus to Hide checks

when in forest surroundings as his appearance takes

on bark-like textures and hues.

S L

Conjuration (Creation)

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Medium ( ft + ft/level)

Target: Creatures and objects within ft radius

Duration: round/level

Saving row: None

Spell Resistance: No

A swirl of autumn-colored leaves surrounds everyoneand everything in the area. Creatures, even those with

low-light vision or darkvision, are blinded as long as

they remain within the swirling mass of leaves.

Blinded creatures suer a % miss chance in

combat (all opponents are considered to be under

full concealment), lose any Dexterity bonuses to AC,

move at half speed, and suer a ‒ penalty on most

Strength- and Dexterity-based skills.

T SConjuration (Creation)

Level: Drd , Rgr

Components: V, S

Casting Time: action

Range: Varies (see text)

Area: Varies (see text)

Duration: Instantaneous

Saving row: Reex half 

Spell Resistance: Yes

e caster shoots forth thousands of thorns from his

person. e thorns cause d points of damage per

two caster levels (maximum d) to everyone within

the area of eect.

e caster can choose to have the thorns delivered

in a cone with a length of ' or a circular burst with

a radius of '.

T S

Abjuration

Level: Clr , Drd , Protection , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch (see text)

Area of Eect: All within -ft. radius

Duration: round/level

Saving row: No

Spell Resistance: None

is spell is centered on a single tree you touch. e

tree’s branches twist and lower to provide cover to all

creatures within a -foot radius. ose within the

spell’s radius gain one-quarter cover against all ranged

attacks (+ AC bonus and + Reex save bonus) and

are protected against magic missiles. e spell provides

no protection against melee attacks as opponents

can easily duck underneath the covering boughs and

engage in combat. ose leaving the radius of the

boughs are unprotected. When the spell expires, the

branches bend back to their natural positions.

V W

Conjuration (Creation)

Level: Sor/Wiz

Components: V, S, M/F

Casting Time: action

Range: Personal

Target: You

Duration: hour/level

is spell conjures a -foot long whip made of astrand of green vine. It is very much like a normal

whip in most respects. It deals only subdual damage

and deals no damage to any creature with a + or

greater armor bonus or a + or greater natural armor

bonus. It is considered to be a ranged weapon with

a maximum range of feet and no range penalties.

Unlike a normal whip, however, the vine whip is

controlled by the spellcaster’s thoughts rather than

physical action. us for the purposes of any rolls

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hapter 3:

ES

relating the vine whip, such as attack and opposed rolls,

the caster uses his Intelligence modier as the relevant

bonus rather than his Dexterity modier (if any).

You can use the vine whip to make trip attacks, a

melee touch attack, by wrapping it around an enemy’s

arm or leg. If you are tripped during the trip attempt,

you can drop the vine whip to avoid being tripped. In

addition, the vine whip provides a + bonus on youropposed attack roll for the purposes of disarming an

opponent. e + bonus also counts toward your roll

to keep from being disarmed yourself if you fail your

disarm attempt.

e chief advantage of the vine whip is that it can

be used to channel and discharge any touch spells of 

rd level or lower through it thus eectively extending 

the range of those spells. Once a vine whip has been

created you can use it to hold the charge of any one

touch spell; instead of charging up your hand, you

choose to have the touch spell charge up the vine whip 

instead. ereafter the vine whip discharges the spell

whenever you succeed at a melee touch attack against

an opponent. e vine whip can only hold one touch

spell at a time; you cannot cast another touch spell

onto the whip until the rst spell has been completely

discharged. e vine whip does not change the quali-ties of the touch spell at all merely serving as a conduit

instead of your hand. us it does not allow multiple

dischargings unless the touch spell itself does.

Often the vine whip is charged up with the most

powerful touch spell available to the spellcaster and

then carried until needed. When employed, it is

usually done so in combination with a trip or disarm

attempt, the spell discharging at the moment of 

contact.

Material Component/Focus:

A small piece of vine.

W W

Conjuration (Creation)

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range:

Medium ( ft + ft./level)

Eect: Wood wall whose area

is up to ft. square/level (seetext)

Duration: Instantaneous

Saving row: See text

Spell Resistance: No

is spell causes a wood that

uses adjoining trees as anchor

points. It is often utilized to

create a holding pen, fortica-

tion, or crude shelter.

e wall of wood is inchthick per four caster levels

and composed of up to one

-foot square per level. You

can double the wall’s area by

halving its thickness. e wall

cannot be created in the same

space as another object (with

the exception of anchoring 

trees) or creature.

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e wall of wood can be created in almost any

shape desired. It need not be on a rm foundation

nor be vertical, however it must be supported by at

least two trees of the same or greater height, and at

least as far apart, as the height of the wall itself. Note

that these trees do not form any kind of border or

limit to the size and shape of the wall beyond that

which is stated above. us a th level caster couldcreate a total of ten -foot squares of two inches

thickness. If the wall she creates is to be ten feet long,

within the run of the wall she would have to include

two trees that are at least ten feet in height as well as

being at least ten feet apart. But these two trees could

be anywhere within the foot of length of the wall;

one tree could anchor a side and the next could be

ten feet away with the remaining feet of the wall

extending from it.

It can be used as a bridge, providing that it can be

anchored between two trees, one on each side of the

obstacle to be crossed. If the span is more than

feet, the wall must be supported. Creating the sup-

ports cuts the available area for the wall in half. us

a th level caster could create a span with a surface

are of ve -foot squares (enough to cover a span of 

’ with a width of ’) that was two inches thick.

As with any wooden wall, the wall can be de-

stroyed by appropriate magic or by normal means

such as burning or chopping. Each -foot square has

hit points per inch of thickness. e wall is hit au-tomatically, but the wood is very hard and ignores the

rst points of damage from each strike against it. A

section of the wall is opened if its hit points drop to

or below. A creature can try to break through the wall

with a single strike but it must succeed at a Strength

check with a DC of + per inch of thickness.

Although it is possible to try and trap opponents

within or under an appropriately shaped wall of 

wood, the creatures are allowed a Reex saving throw

with success indicating that they have avoided being trapped.

W E

Transmutation

Level: Drd , Rgr

Components: V, S, DF

Casting Time: action

Range: Touch

Target: Creature touched

Duration: minutes/level

Saving row: None

Spell Resistance: Yes (harmless)

is spell causes a pair of giant eagle’s wings (total

wingspan of feet) to sprout out of the subject

creature’s back. e subject cannot be wearing metal

armor or the spell fails.

e wings allow the creature to y with a speedof feet per round with average maneuverability

under a light load. With a medium load movement

rate drops to feet per round and maneuverability

is now poor. Under a heavy load speed is still at

feet per round, but maneuverability becomes clumsy.

e wings provide the equivalent Strength of as far

as determining the load.

Because of the size of the wings, they can be

targeted separately. Each wing is considered to have

an Armor Class of and hit points each (which

are separate from the hit points of the creature) for

purposes of determining damage. If a wing is reduced

to hit points, the creature can no longer y and

drops in a controlled spiral to the ground. Should

both wings be reduced to hit points, the creature

immediately plummets to the ground suering falling 

damage.

W F

Transmutation

Level: Drd Components: V, S, DF

Casting Time: action

Range: Medium ( ft + ft./level)

Target: One subject aected by a esh to wood spell

Duration: Instantaneous

Saving row: Fortitude negates

Spell Resistance: Yes

e sole purpose of this spell is to reverse the eects

of a esh to wood spell. It restores such a subject, and

its equipment, to its original state. However, theprocess is dangerous and the subject must succeed at

Fortitude saving throw (DC ) to survive the proc-

ess. is spell cannot be used to any other eect.

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Chapter F∂ur:

Prestige ClassesThe Elven Forester

“e last person who tried to cut down a tree in my forest was

carried home by his friends in a bucket.”

~Unknown

ose elves with an anity for the forests are rumored

to be taught by the trees and beasts themselves the

secrets of moving without being heard or seen, the art of 

vanishing without magic. ey are so in tune with their

surroundings that their passage makes less noise than

a breath of wind and is less noticeable than a eeting 

shadow across the fallen leaves. Elven Foresters have

spent so much time in the wooded wilderness that they

are ercely protective of it, as though there is a bond

between them deeper than blood ties. None will leave

a hunter or woodcutter unchallenged. If they disagree

with anything done in a forest by anyone, they will object

strongly and even violently. Many of their victims are

unaware of their presence before the inevitable. It is

whispered by some that these elves feel the pain dealt toanything living within the forest lands they love.

ose who do nally leave the forests nd their skills

there are just as easily used in the cities and other areas.

ough they are far more adept at hiding in the wilder-

ness, stealth on paved roads and carpeted oors is simple

after mastering silence on dried leaves and high boughs.

ey often move quietly without even be aware of it,

which startles more than a few people they inadvertently

sneak up on. ey soon grow weary of the noise and

sights of cities, though, and return to the wild as soon asthey can, whether alone or in company.

ey have great respect for forest animals, and if meat

is needed (or an animal is dying, or a threat) they have

learned the best and quickest way to strike a killing blow

to a creature without causing undue pain. ey have

also trained themselves how to remain unseen until

their quarry comes into range, whereupon they

will leap from concealment and deliver a

surprise attack.

Although all Elven Foresters are alike in their protection

of the forests, they can be very dierent in their attitudes

towards the sentient races. It often depends on just how

long they have spent alone in the wilderness. Most will

readily work with other races on one quest or another,

but some turn savage and forget civilization. e latter

usually never leave their forests, and to those who in-

trude upon them are dealt a swift and silent death. is

can cause some problem, as the skills of the Elven Forest-

ers are legendary and highly sought after in adventuring 

circles.

Elven rangers and druids are particularly suited and

drawn to the ways of the forester, as their love for the

out-of-doors makes it that much easier for them to listen

to the lessons of nature. Some others also seek to learn

the ways of the wild, though, and must leave the cities

behind to do it. Perhaps for all time.

Hit Die: d

R

To qualify for the Elven Forester class, a character must

full all the following requirements:

Alignment: Any but Lawful.

Base Attack Bonus: +

Skills: Hide ranks; Move Silently ranks; Knowl-

edge (Flora & Fauna) ranks; Animal Empathy ranks;

Wilderness Lore ranks; Spot ranks; Listen ranks.

Feats: Endurance; Skill Focus (Hide and Move Silently);

Track.Special: To qualify for the Forester the Elf must spend at

least one month alone in a forest and survive by working 

with nature, not against it.

C S

e Forester Class Skills (and the key ability for each

Skill) are as follows: Animal Empathy (Cha); Balance

(Dex); Climb (Str); Handle Animal (Cha); Hide (Dex);

Intimidate (Cha); Knowledge [Flora & Fauna] (Int);

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PC

Listen (Wis); Move Silently (Dex); Spot (Wis);

Swim (Str), Tumble (Dex), Wilderness Lore (Wis).

Skill points at each level are +Int Modier

C F

ese are the Class Features for the Elven Forester

Class and where appropriate the DC for any checks

have been given, plus other pertinent information.+ to all Hide and Move Silently checks: e

Forester is just learning the ways of the forest and how

insects and animals avoid being seen and heard. e

mix of colors, the subtle dierences between

the hues of tree species, of leaves as the sea-

son changes, the play of shadows under

the forest canopy. ey develop a sense

of where the most eective hiding places

are, and with this awareness they also

begin to take more notice of 

where they walk, ensuring a

more silent passage through

the wilderness.

Note that Hide and Move

Silently checks to not stack. So

by th level a Forester would

have a + bonus to Hide

and Move Silently only.

Mercy Attack: ere

Sneak Attack: e most successful attack is often

the one that nobody expects. With their continued

studies of predatory animals, Foresters are able to

leap upon an unwary target without being noticed

until they strike. Elves gain a +d to Sneak Attack if 

they do not possess this skill. To those with whom it is

already familiar, they extend their skill into ranged at-

tacks. ey are capable of standing concealed behindsome tree and loosing an arrow or other projectile at

a distant target. e advantage to attacking from a

distance is that they can stay hidden… if they succeed

a Hide check once their foe is aware he is being 

shot at.

comes a time where killing 

is necessary. Perhaps there is awounded animal in need of release,

or a dangerous creature stalking 

the forest. Maybe an intruder

is wounding the trees with his

axe, or hunters are pursuing 

innocent animals without

remorse. Perhaps the Elven

Forester is in need of 

meat – or something else

has decided the Foresterwould make a good

meal. Elven Foresters

have a keen understanding 

of anatomy through their

observations of animals, and

they are able to utilize this

knowledge once a day by

automatically turning any hit

roll into a critical.

+ to all Hide and Move Silently

checks: As the Forester becomes more

closely attuned to the wilderness,

and so does their abilities for

stealth. Not for nothing do

they watch how predators move

with silent swiftness through

undergrowth and along mossy

branches. And not for nothing 

do they pay close attention to

how the predator’s prey lies

completely still amidst the

brush, unmoving and per-

fectly hidden until danger

has passed. e Forester

puts these methods intopractice as often as possible,

even when there is no im-

mediate need, until it seems

to others that walking softly

is second nature to them.

Supernatural Hide in

Wilderness: Too often the

sun is viewed as an enemy

to those who would remain

unseen. Shadows are seen asthe friend of the stealthy, hiding 

all things in velvety blackness. But

the Forester knows dierently. ey

have seen animals in the wilderness

escape hunters in broad daylight

 just by staying still near any

good-sized rock or foliage

that happened to be handy.

Some have even observed

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hapter 4:

how lionesses hunt - their golden fur blending in with

the sun-touched savanna to near invisibility. Taking all

this into account, Foresters are able to hide even while

in direct view of sunlight, but only in the wilderness.

Sneak attack at +d: eir expertise with silent

attacks grows, and the Forester is able to take down

more dicult prey. is is often the time when they

themselves choose to become remorseless hunters(only not of animals). Intruders are always abroad

in the forests, and Elven Foresters take their roles as

protector, defender and avenger very seriously.

+ to all Hide and Move Silently checks: Of 

course, the wilderness isn’t the only place to practise

stealth. e cities are jungles of another fashion

with their cobbled ground and drab buildings. e

Forester is eager to try their skills in all surroundings.

e sound of feet on stone is dierent to feet on leaves,

and there are more people watching you in a popu-

lated area than in a forest. Nevertheless, the Forester

manages only to increase abilities in moving silently

and hiding from friendly and unfriendly eyes alike.

Swift Stealth: ere are often times when speed

is of the utmost importance, and getting away from

something while making the minimum amount of 

noise is a better idea than staying in the immediate

area and trying to hide. Foresters have a better chance

at making a swift and silent escape than most. eir

T E F

Class

Level

Base

Attack 

Bonus

Fort .

Save

Ref.

Save

Will

SaveSpecial

1st +0 +0 +2 +0 +2 to Hide and Move Silently checks

2nd +1 +0 +3 +0 Mercy Attack  

3rd +2 +1 +3 +1 Sneak Attack +1d6, or Sneak Attack ranged.

4th +3 +1 +4 +1 +4 to Hide and Move Silently checks

5th +3 +1 +4 +1 Supernatural hide in wilderness

6th +4 +2 +5 +2 Sneak attack at +2d6

7th +5 +2 +5 +2 +6 to Hide and Move Silently checks

8th +6 +2 +6 +2 Swift Stealth

9th +6 +3 +6 +3 Sneak attack at +3d6

10th +7 +3 +7 +3 +8 to Hide and Move Silently checks

skills in moving silently extend to allow for speed,

halving the penalties one would normally suer (eg.

a ‒ penalty for running while using Move Silently

instead of ‒). Although it is still dicult to be quiet

while moving at a at-out run, with continued prac-

tice it becomes less so. And in time, some Foresters

become so good at moving silently that the disadvan-

tages of speed might as well no longer exist.Sneak attack at d: e Elven Forester is now

capable of causing more damage with surprise attacks

and will be less hesitant to take on even larger foes.

Some prefer this method of attacking to frontal as-

saults so much that they will ee from a fray and strike

again unexpectedly from a vantage point, repeating 

again and again in eective hit-and-run tactics.

+ to all Hide and Move Silently checks: e

Forester is continuously striving to perfect their skills

in stealth for all situations. ey have spent so much

time trying to be invisible and silent that they start

to use their abilities almost without thinking. Turn

your back on them and you might not see them when

you look their way again. ey could cross a room

without you even noticing, not that they mean to be

quiet about it... just because this is what they have be-

come. Utterly silent, unless they wish to be heard, and

practically invisible, until they make their presence

known.

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The Elven Carouser

“Of course I was invited, just look at my name on your list

and you’ll see it’s there. WHAT? It’s not there, this is an

outrage…when my father hears that his Son, the Crown

Prince of the realms has been refused entry to this occasion

 you’d better start looking for a new line of work!” 

~Whistler ‘Jade’ Starfall.

ere are those Elves who just can’t keep away from a

function or party to save their lives, they are trained in

the arts of carousing and have a vast tolerance for any

kind of drink, food and company. ey love nothing 

more than to fritter away hour after hour in bars,

ophouses, taverns and court settings. Tall tales and

gossip draw these particular creatures to them like

moths to a ame. But they are not just carousers; they

have skills in etiquette and a deep knowledge of how

to get where they want and what they want. Some are

equally well trained in physical combat as well as verbal

banter. ey move in the circles of the common and

the noble with consummate ease, picking up hearsay

and rumor, trading it like gold for more stories – the

Carouser truly is a creature of many habits.

ey are skilled at gaining entry to any party or

function and some have commented that this might

be a gift from their gods or at least some kind of 

special ability or skill. It is in truth their own gifts that

allow them entry, be it from a carefully worded blu toa wickedly spun lie, or a devastatingly charming smile.

eir eld of battle are the daring bright lights of a

noble’s ball or a Royal wedding, the more extravagant

the function – the more the Carouser seeks to gain

entry. When inside they move from person to person,

greeting them like old friends and making small talk,

always attempting to learn as much as possible about

the Host, his friends and particular likes and dislikes.

When they have amassed enough information they

move into personal contact with the Host and spinmany tales, some true some not so true.

eir rewards and goals are always dierent, de-

pending on the type of person they are. ey could

 just be there for the party, a girl or man; perhaps even

to use their gifts to gain entry so they can ‘case the joint’

for a friend, returning later with their companion(s)

to conduct a daring robbery. No matter what their

desires and motivations they can be the life and soul of 

the party, leaving the guests in a daze and wondering 

 just who that strange man or woman was, dressed to

the nines, sixes, sevens and eights.

e Elven Carouser is best for bards and rogues

since it’s the perfect compliment for our glib tongued

and light-ngered friends. Fighters and members

of the other classes often do not have time to really

devote to the social mastery that these charmers do.

Hit Die: d

R

To qualify for the Elven Carouser class, a character

must full all the following requirements:

Alignment: Any but Lawful Good.

Base Attack Bonus: +

Skills: Blu ranks; Disguise ranks; Diplomacy

ranks; Gather Information ranks; Knowledge

(Nobility & Royalty) ranks; Sense Motive ranks,

Innuendo ranks; Listen ranks.

Feats: Alertness, Dodge, Weapon Finesse (Any)

Special: To qualify for the Carouser the Elf must have

already gained entry to one particular ‘large’ function

and come away with a juicy bit of gossip.

C S

e Carousers Class Skills (And the key ability for

each Skill) are as follows: Blu (Cha); Disguise

(Cha); Diplomacy (Cha); Gather Information (Cha);

Knowledge [Nobility & Royalty] (Int); Sense Motive(Wis); Innuendo (Wis); Hide (Dex); Move Silently

(Dex); Open Locks (Dex); Spot (Wis); Search (Int);

Listen (Wis).

Skill points at each level: +Int Modier

C F

ese are the Class Features for the Elven Carouser

Class and where appropriate the DC for any checks

have been given, plus other pertinent information.

Fight with double weapons: So well trained byvarious noble schools, the Carouser can ght with

two weapons as though he already had the Feats,

Ambidexterity and Two-Weapon Fighting. Most of 

the time the o hand weapon will be shorter than the

primary as is the case with most practitioners of this

dicult ghting style.

Note: with all Reputation skills, they do not stack. By

the time the Carouser reaches th level they have a +

bonus only.

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hapter 4:

Local Reputation (Single Bar) +: After the

Carousers rst party they start to become known in

the local area, this gives them a bonus of + on any

Diplomacy or Intimidate checks they make while in a

Single (Named) Local Bar.

Local Reputation (Single Town) +: By now

the Carouser is starting to make an impression on the

people around him, he’s attended a fair few functionsin the local area so while in his chosen Town he gains

a + on any Diplomacy or Intimidate checks.

Local Reputation (Single City) +: Fame and

mention of this characters name is starting to reach

quite a few people, pretty soon the whole of a City

knows who they are, and most people in that city are

dying to meet them. So to reect this, the Carouser

now gains a + on any Diplomacy or Intimidate skill

checks.

Reputation (Up to Two Towns) +: In two

named Towns now this characters name is known,

they are talked about constantly, their reputation

(good or ill) for being the life and soul of any party

has increased to such an extent that their hometown

plus two others are aected by their charm and wit.

While in these regions the Carouser now has a + to

any Diplomacy or Intimidate skill checks.

Reputation (Up to Two Cities) + Now the

Carouser’s really turning heads, and in up to two near-

by Cities they can take advantage of a well-deserved

fame (for good or ill) and reputation. When they arewithin the walls of two named Cities they now gain

a + to all Diplomacy and Intimidation checks that

they make, this is to reect that they are so eloquent

and well known most people will know them, their

reputation and often back down if hard pressed.

Reputation (Far and Wide) +: is is the

epitome of the Carouser’s fame and fortunes in the

areas of Diplomacy and Intimidation. ey are now

so well known for their charm, wit and charisma that

they gain a + bonus to any Diplomacy or Intimida-tion check they make in a civilised area (Towns, Cities,

Villages, Hamlets) the GM will have to rule if some

locales are too far away for this ability to be of use

(ere are places that even the greatest King’s and

ueen’s are unheard of)

Carousing: Drink and be merry for tomorrow we

shall be at war! is is the ability of the Carouser to

spend hours imbibing all kinds of Alcohol and stave

o the eects of the most powerful brew in the lands.

If the Carouser can make a Fortitude Save (DC )

against any drink then they can continue to drink pint

after pint or glass after glass while many fall down in a

cold, stone, drunken stupor.

Gathering the Dirt: While the Carouser spends

their time wandering around party after party and

function after function, they can usually pick up all

sorts of information; this is the peak of their talent.For upon reaching the th level in their Class they

gain the ability to ‘winkle’ out secrets on a single

individual, either from them or their close friends.

is check can be used

once per individual

and only once per

function on the

same individual,

if it fails then

the Carouser

learns noth-

ing. To

make

this

check 

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the Carouser must make a Gather Information check 

at DC , if they succeed they can learn all of the

individuals dirty, deep secrets with no limit.

Gain Entry: Sometimes there’s a party that even

the most select and famous Carouser cannot gain an

invite to. Perhaps the person who holds this function

is an enemy of the character, perhaps this function is

so secret that not many people are invited. is is thebane of such an individual, a party that one cannot

enter, so they make short work of any guards with the

use of their craft. When faced with the formidable

‘You may not enter’ the Carouser can call forth on

all their charm, wit, grace, and knowledge to wrangle

entry into the function. ey must make a Blu check 

at DC to successfully enter the function; failure

means that they cannot gain entry by those means and

must either leave or sneak in somehow. Note that any

guards will gain a + on their own checks to recognise

the individual unless they were in some form of Dis-

guise if the character does sneak in.

+ to all Blu Checks: Sometimes you’re caught

out at the best of times inside a party, nowhere to run

or hide, so you have to rely on your glib tongue to get

you out of it. Perhaps you’re the Earl’s second cousin’s

brother’s uncles mentor’s familiar trainer, twice re-

moved or the Duke or Duchess of Nohwer…

Regardless, you’re going to have to talk your way out

of being spotted and this is where the Carouser nally

gains the glibness to really help out. ey get a +

T E C

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +1 +1 +0 +3 Fight with double weapons

2nd +2 +1 +1 +3 Local Reputation (A Single Bar) +2

3rd +3 +2 +2 +4 Local Reputation (A Single Town) +4

4th +4 +2 +2 +4 Local Reputation (A Single City) +8

5th +5 +3 +3 +5 Reputation (Two Towns) +10

6th +6 +3 +3 +5 Reputation (Two Cities) +12

7th +7 +4 +4 +6 Reputation (Far and Wide) +14

8th +8 +4 +4 +6 Carousing,; Gathering the Dirt

9th +9 +5 +5 +7 Gain Entry; +10 to Bluff checks

10th +10 +5 +6 +7 Enthral; +12 to Bluff checks

bonus to all Blu checks from now on regardless of 

where they are or who they’re with. ey just have

this knack of saying the right thing at the right time

to avoid trouble.

Enthral: You’re in the party; you’re telling stories

like there’s no tomorrow and more and more people

are gathering to listen to you. From Earl’s, Duke’s,

and other nobles to even the servants…you haveeveryone’s attention and it feels good. Perhaps you are

the party, swapping jokes and tales with the local Lord

or perhaps even the King or ueen. By the time the

Carouser reaches th level in their Class they gain

the power to make anyone listen to them as long as

they keep talking, telling stories and telling tales, the

only restriction to this is that it must be in the set-

ting of a party or some kind of function and it will

not work on monsters. To enthral a crowd the DC

of the Diplomacy check raises by per person. You

can use the Carouser’s other Reputation + ability

in conjunction with this. e base for the check is

and the base number of people enthralled is . So for

example you can enthral a crowd of with just a or

higher…but adding ve more to that would make it

and so on.

+ to all Blu Checks: At th Class level the

Carouser now gains a bonus of + to all their Blu 

checks and this is the same as the above Blu +

ability only more improved to account for the Carous-

ers higher than normal glibness of tongue.

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hapter 4:

The ElvenNoble Warrior

“Listen carefully. ere are two dierent kinds of diplo-

macy. e rst is merely a form of tact, which basically

involves me telling you something in such a way that

there’s no good reason for you to get angry about it. If 

 you do somehow lose your temper, though, we go to thesecond form of diplomacy, which will involve my sword

and a lot of your blood.” 

~Galaheir Sorindal

Elven nobles have their pick of occupation, and most

highborn families ensure that, no matter the

profession chosen, the training their children

receive will be only the best. ose who

choose the path of the warrior learn well

the uses of weapons and armor, but they

never neglect the lessons of statecraft, nor

the great and oft deadly games played

between the nobility. Whether it

is because they love politics and

intrigue, enjoy watching (or even

inciting) the wranglings between

powerful families, or simply can’t cut

themselves free of their birth ties,

they have an intricate knowledge

of what diplomacy is and exactly

when to employ it.ey are no strangers to the

eld of battle and, because of 

the condence bred into them

as nobles, they are often excel-

lent leaders, able to spur their

companions to greater eorts

and inspire courage in the face

of danger. Although the charis-

matic are especially good at this,

all one truly needs is the rightwords at the right moment.

And any elven nobles with

the battle prowess to back 

up their words are capable

of this.

customs of any settlement they come across and its

connections with the rest of the world. If there are

any state functions they will always seek to introduce

themselves and gain entrance, if not as a visiting noble,

then as a bodyguard. Once inside they will scour for

familiar faces, learn as much about those present as

possible, and even try to cement some alliances for

themselves or their family. ey often attend suchfunctions alone, condent that they can defend them-

selves from physical attacks if the need arises. In this

respect they can be somewhat arrogant, and tend to

look down their noses at nobles and politicians who

carry ceremonial weapons and are attended by half a

dozen armed hired guards.

It can sometimes be dicult to tell whether

they prefer a physical ght or a heated

discussion. Perhaps it varies from elf to elf,

as their goals do. While some may be trying 

to gain the friendship of those in power,

others may be conspiring to have them

killed. A few have even succeeded in

arranging a marriage or coming 

away with a valuable treasure by

impressing a king or queen with

their courtly manners and diplo-

matic charm.

Usually, only elven warriors

of noble birth have the funds

and the social standing tobecome skilled in this class,

but some few low-born elves,

for various reasons, have had the

fortune of being adopted into

noble families, and not always

elven ones.

Hit Die: d

R

To qualify for the Elven Noble War-rior class, a character must full all

the following requirements:

Alignment: Any.

Base Attack Bonus: +

Skills: Diplomacy ranks;

Knowledge (Nobility & Royalty)

ranks; Innuendo ranks; Sense Motive

ranks; Gather Information ranks; Listen

ranks; Spot ranks.

On the political

battleelds they are no

less skilled. ey always

make sure they know the

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Feats: Leadership, Amor Prociency (medium or

heavy), Weapon Finesse (Any).

Special: To qualify for the Noble Warrior, the Elf 

Warrior must be a member of a noble family, either by

birth or adoption.

C S

e Noble Warrior Class Skills (and the key abilityfor each Skill) are as follows: Intimidate (Cha); Diplo-

macy (Cha); Gather Information (Cha); Knowledge

[Nobility & Royalty] (Int); Sense Motive (Wis);

Innuendo (Wis); Spot (Wis); Listen (Wis); Forgery

(Int); Blu (Cha).

Skill points at each level: + Int Modier

C F

ese are the Class Features for the Elven Noble

Warrior Class and where appropriate the DC for any

checks have been given, plus other pertinent informa-

tion.

+ to all Diplomacy checks: e rst lesson any

politician must take is the art of successful negotiation.

Here the Noble Warrior learns that the spoken word

can be more eective than a swung sword. ey can

be masters of persuasion, capable of changing the most

stubborn individuals with a few smooth sentences and

a carefully-chosen mode of delivery. No matter who

they set their sights on, whether their target is a peas-

ant, merchant or king, they are able to pick the bestapproach and can cement the most unlikely of deals.

A note on all Diplomacy, Listen and Sense Motive

bonuses, they do not stack. At th level the Noble Warrior 

would have a + Diplomacy bonus only, at th level a

+ Sense Motive bonus only, and at th level a + Listen

bonus only.

Leadership: As an elf of high rank who has been

raised to command and direct others, Noble Warriors

are at their most condent when in a leadership role.

ey believe everyone is better o when they’re incharge, so they will never pass on an opportunity

to take command of a situation. If the party accepts

them as Leader, the Noble Warrior gains a + morale

bonus to saving throws against charm and fear eects

and a + morale bonus to attack and weapon damage

rolls due to their vast self-condence. e Noble War-

rior only has these bonuses while they are Leader of 

a party, and will not lightly give up that position once

they are in it.

+ to all Sense Motive checks: As the Noble

Warrior associates with more people, they spend an

increasing amount of time making mental notes on

how these people act and react to dierent situations.

Attitudes, personality, body language, characteristics,

the whole psychological side of things. Add that

together and they could almost read minds. At the

least, they stand a good chance of deciding what kindof person they are looking at, or of uncovering a crafty

deception. Politicians are renowned for ‘expanding 

upon the truth’, and it always pays to know the trust-

worthy from the traitors.

Nobility: e Noble Warrior’s condence only

grows as time passes, and by now it’s catching. eir

very presence and sense of self-worth inspires those

they lead, granting valor and courage in the face of 

danger. ey are so sure of themselves, their abilities

and their noble blood, that the Noble Warrior be-

comes immune to Fear, both mundane and magical.

So long as the Noble Warrior is in a Leadership

position, any allies within feet gain a morale bonus

to their saving throws (equal to the Noble Warrior’s

Charisma bonus) against all Fear eects. It’s like they

are born to lead – and those around them are willing 

to believe it.

+ to all Listen checks: e road to political

power isn’t all owery words and having ‘a way with

people’. It’s also paying attention to what’s going on.

Opportunity comes to those who are aware, andknowledge comes to those who listen. Although

they prefer to be in the thick of debates, using their

diplomatic charm and wit to its full potential, Noble

Warriors know that some things you can only gain by

listening instead of talking. A lot of things happen in

the courts and palaces – who knows what you might

pick up just by listening in?

+ to all Diplomacy checks: Some people just

don’t want to cooperate. No matter what you say, they

atly refuse to change their mind. If you press the is-sue, they tend to get angry. is is where a diplomatic

tongue excels. Noble Warriors are always striving to

learn from their banterings and negotiations with

others, ever willing to improve their methods of 

persuasion. Talking a swordsmith into discounting 

his wares by ten percent is one thing, but convincing 

a hostile troll that it’d do better smashing rocks in a

quarry than breaking heads along the road – ah, now

that would be some smooth talking…

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hapter 4:

T E N W

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +1 +2 +0 +0 +3 to Diplomacy checks

2nd +2 +3 +0 +0

Leadership effect: +2 morale bonus to saving

 throws against charm and fear effects, +1 morale

bonus to attack and weapon damage rolls

3rd +3 +3 +1 +1 +2 to Sense Motive checks

4th +4 +4 +1 +1 Nobility: Immune to Fear. Morale bonus to allies

5th +5 +4 +1 +1 +2 to Listen checks

6th +6 +5 +2 +2 +5 to Diplomacy checks

7th +7 +5 +2 +2 Inspire Heroics in follower(s)

8th +8 +6 +2 +2 +4 to Sense Motive checks

9th +9 +6 +3 +3 +4 to Listen checks

10th +10 +7 +3 +3

Inspire Heroics: Noble Warriors occasionally feel

the need to give their followes inspiring little speeches.

It comes with being a leader. And if they can talk 

their enemies into alliances, they can denitely nd

the right words to encourage their friends into doing 

something suitably heroic (or stupid!). A Diplomacy

check of DC (+ for each extra person if attempt-

ing this on a group) can inspire heroics in a follower,which temporatily allows them to ght into negatives

and gives them a + to attack and + to saving throws.

Inspire Heroics can only be used once a day,

regardless of how many people the Noble War-

rior uses it on. It takes some time to prepare a

stirring speech.

+ to all Sense Motive checks: Intuition

is a wonderful thing. Noble Warriors are excellent

 judges of character. Spending so much time in the

rich arena of the nobility, where the air is thick with

empty promises, veiled threats and treacherous intent,

they almost have to be. When an alliance is sealed,

they have to be sure it’s with someone they can trust.

When help is oered, they must be certain it isn’t a

trap. And when dinner is served, it is always useful to

have a nagging suspicion that the host is handing you

death on a gold-rimmed platter.

+ to all Listen checks: Noble Warriors even-

tually attains such status that they must be more

cautious. Every high-born family has its enemies,

and every enemy wants a good target. A target that

has risen in power and prestige. A target that will

make a clear statement to his or her relatives by be-

ing dead. e Noble Warrior’s skills are with words

and weapons. In a battle of wills or swords they are

supremely condent. But the deadly games of poli-

tics, the foul undercurrents of noble jealousy, are

rarely obvious and seldom played with honor.

If Noble Warriors fail to listen to all that goeson around them, they may nd an enemy

moving into

checkmate

before it’s

even their

turn…

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Chap

PC

The Elven Spotter

“Heard the saying ‘e blind leading the blind’? Trust me

when I say that eyes aren’t always an advantage.” 

~Elaya ‘Windeye’ Myrrill

For some elves, sight is a sense honed to such a degree

that they no longer need their eyes to perceive theworld around them. at is not to say that they never

use their eyesight, which is uncommonly good, but

that they have mastered seeing for situations that

would leave others blind. Some Elven Spotters even

carry blindfolds, claiming that they see better

with their eyes shut. Because of their keen

perception, there are few places they

fear to wander. From the most remote

wilderness to crowded cities to lightless

dungeons, they can spot danger and

take another path before a foe is even

aware of their presence.

ey often hide their abilities

from the public, as most have

learned that people usually resent

having their secrets discovered.

Elves known to be Spotters are

avoided. In extreme situations,

they have even been chased

from small townships. e

more skilled Spotters usethe guise of blindness to hide

what they are. It is amazing 

how many things one can

see when people believe you

can’t.

Elven Spotters rarely have

trouble nding work, once they

have convinced potential employ-

ers that they are not spies. Law

enforcers are particularly happyto take them on, especially if the

elf in question is eet of foot. Be-

ing able to chase down criminals

and not lose them in the crowded

city streets, dark sewers or even to

an Invisibility spell is a valuable

asset. ey have to be careful

who they hire though, as

some Spotters could as

easily be noting the most ecient way to break some-

one out of prison. No matter what they say, once they

are identied they are rarely trusted and not many are

willing to believe anything they say at face value.

ere are some who say that to acquire the super-

natural sight of the Spotter an elf would have to be

cursed by powerful magic, which just goes to show

how much they fear someone who can observe theirevery movement and action without even looking 

in their direction. However they gain their strange

powers, whether it is hereditary, a blessing or curse

from the gods or a wish granted, there is a physical

characteristic they all have in common to mark 

what they are. e more they explore their

skills, the more they learn to see beyond sight,

their pupils dilate to the edges of their irises

and then continue to blacken even the whites

of their eyes.

It is perhaps understandable, then,

that they themselves can be aloof 

and anti-social. ey have pow-

ers coveted by anyone, no matter

race or class, but some wonder if 

they’re worth the price.

Hit Die: d

R

To qualify for the Elven

Spotter class, a charactermust full all the following 

requirements:

Alignment: Any.

Base Attack Bonus: +

Skills: Spot ranks; Search

ranks; Scry ranks.

Feats: Alertness; Skill Focus

[Spot]; Blind Fight.

C Se Spotter Class Skills

(and the key ability for

each Skill) are as follows:

Disguise (Cha); Spot

(Wis); Search (Int); Listen

(Wis); Intuit Direction (Wis);

Scry (Int); Appraise (Int).

Skill points at each level:

+Wis Modier

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hapter 4:

C F

ese are the Class Features for the Elven Spotter

Class and where appropriate the DC for any checks

have been given, plus other pertinent information.

+ to all Spot Checks: It comes suddenly. Some

elves will, for no apparent reason, think that their

eyesight is improving. Distant things look somehow

clearer, and anything nearby is seen with inexplicableclarity. Whether or not they realize it, they have been

gifted - or cursed - with the legacy of the Spotter.

Note that the Spot skills do not stack. By the time the

Spotter reaches the th level they have a + bonus only.

Blind-Fighting : Everyone once in a while there is

conict where eyes will not help. When their physical

eyes are aected so that they are unable to see with

them, a Spotter is aware of any hostile movement

nearby and directed at themselves. ey are able to

sense where their attackers are within ve feet in all

directions (provided these foes are moving), ght back 

and defend themselves without penalty.

Dark Vision: Night has fallen, the moons and

stars are hidden, they’re at the bottom of the darkest,

most shadow-ridden dungeon you could imagine,

but the Spotter can see as well as though the place is

ooded with daylight. If they were to look at their own

eyes, they might notice an odd thing... is the blackness

of their pupils bleeding into their irises?

+ to all Spot Checks: e Spotter’s eyes have

been getting more practice now, and sight is improving at an abnormal rate. Once again, everything they see is

clearer, more pronounced and distinct than before.

See rough Smoke: Darkness is not the only

thing that aects sight. Smoke can be a far more

dangerous enemy, as it serves not only to hinder vision

but sting eyes and cause them to tear. e physical

changes in a Spotter’s eyes renders them impervious

to these things. ey see smoke as a transparent mist,

and it causes their eyes no discomfort. ey must be

wary, however, for if they are unaware that they are

seeing smoke, they may not realize they are breathing 

it before it is too late.+ to all Spot Checks: By now the Spotter’s pu-

pils look like they have dilated to twice their normal

diameter. At times it may appear that they have no

irises at all, and that the blackness has swallowed

up all color but the whites. Again their eyesight has

improved. ey can see further and clearer than ever

before. ings that occur in their general vicinity are

more obvious, and Spotters can be easily distracted by

something that happens to catch their eye if they’re

not careful.

See Invisible/Ethereal: How many people have

longed for the talent to see the unseen? How often

have adventurers failed to discover a wondrous treas-

ure due to magical concealment, or have allowed an

enemy to escape because of an enchanted Ring? is

is where Spotters prove themselves to be even more

valuable, as neither the Invisible nor the Ethereal

can escape detection by their enhanced eyes at this

point. If anything, they are more easily seen. To a

Spotter, anyone and anything Invisible is not only

perfectly visible, but outlined with a bright blue aura.Similarly, the Ethereal are always visible to them and

always outlined by a pale gold re. So when a Spotter

is staring at nothing with eyes that are only black on

white, you can usually be certain that they are seeing 

more than you can. e question is, are you

willing to trust their eyes more than you trust

your own?

+ to all Spot Checks: e blackness

is spreading into the whites of the Spotter’s

eyes, now - seeping in like a cheap dye or somestrange disease. While their sight is growing 

even stronger, there is now no way anyone

can look into their eyes and not notice that

something is horribly wrong with this elf. is

is usually the hardest period the Spotter goes

through, socially, as their eyes make them very

obvious (as either Spotters or carriers of some

vile plague) but they are not yet skilled enough

to see without them.

T E S

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +1 +2 +2 +0 +2 Spot, Blind-Fighting

2nd +2 +3 +3 +0 Dark Vision

3rd +3 +3 +3 +1 +4 to Spot checks

4th +4 +4 +4 +1 See through Smoke

5th +5 +4 +4 +1 +6 to Spot checks

6th +6 +5 +5 +2 See Invisible/Ethereal

7th +7 +5 +5 +2 +8 to Spot checks

8th +8 +6 +6 +2 Blind Sight

9th +9 +6 +6 +3 +10 to Spot checks

10th +10 +7 +7 +3

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Blind Sight: Almost everyone has seen them – per-

formers at a carnival or market, blindfolded, juggling 

brightly colored balls or burning brands, even swords.

Or maybe they’re tossing knives at some distant target

with unfailing accuracy. Perhaps the blindfold is worn

by some shabbily-dressed beggar, or an elf-prince in

rich apparel who walks with the aid of a jewel-tipped

cane – but surely they cannot see with their eyescovered? Some can’t. But some of them can. Blindness

is not only one of the best disguises for a Spotter’s

distinct eyes, but an asset. e outer eyes can only

see in the direction they are looking. e inner eye,

however, functions dierently. To open their inner eye

and use Blind Sight, Spotters must have their real eyes

closed. All that is needed then is a conscious thought

to open the inner eye and the Spotter will be able to see

as normal... albeit in all directions at once. It is hard to

know how they avoid confusion with this strange skill,

but they are somehow able to retain perfect balance

and equilibrium, acutely aware not only of what’s go-

ing on around them, but of where they are and, more

importantly, which way they’re facing.

+ to all Spot Checks: e nal development of 

the Spotter’s eyes turns them completely black. e

most unnerving thing about them is that they lack 

reection; they are like bottomless, lightless pits. Yet

they are still there and more reliable than ever, even if 

the Spotter doesn’t need to use them any more.

The ‘Sword Singer’

“It will not take me long, cur, to separate your brain from

the rest of you – if only I were sure your brain were in your 

head, I’d remove it right now.” ~Talitha Darkblade

ere are whispers in Elven society about an elite cadre

of warriors who pledge themselves to the dynamic

forces of the Moon and to the power of a Song. ey

are heroes and legends amongst their peers, appearing as if a mythical gure that cannot be touched in battle,

had been brought to life. ey live in quiet seclusion on

the edges of the settlements of their kin, or deep in the

dark reaches of ancient forests and strongholds. ey

inspire a kind of ‘mystical’ awe in most of the other races

and humankind is very wary of them. Often appearing 

at the scene of a great battle or in a dark alley, one might

think that they were some kind of Vigilante – one

would be right and wrong, for they are so much more.

ese Elves are trained in battle from an early age,

but they are also taught to dance, sing and to appreciate

the ow of combat. ey are not ruthless or merciless

and only kill if they have to – when they do kill, they

kill quickly and eciently cutting down all the foes in

their path till all opposition has fallen. Only pausing to

accept the surrender of a foe. ey live in small groups

and follow a strict code of honour, each action is care-fully weighed before they take it and they very often do

not act out of anger, fear, rage or carelessness. eirs is

a lonely life though for the mastery of their art requires

distance from others for a year prior to joining the

cadre. ey must travel to a far distant place with only

their sword and very little in the ways of comfort and

supplies. When they are there they must spend endless

nights in meditation under the watchful eyes of the

gods and the Moon herself, when they are ready they

return in one year and present themselves to the Mas-

ter of the cadre, who decides based upon the visions he

is gifted and insight – if they make the grade or not.

Once they return and they are accepted into the

cadre, thus begins a long training as the master and

those who follow him instruct the student in the arts

of their chosen profession. ey are taught to use the

single blade that the ‘Sword Singers’ prefer, this is a

specially made blade and all other weapons are ignored.

ey concentrate solely upon this sword, it becomes

almost bonded to them, spiritually…eventually after

time they learn to unlock their own potential and thepower that can be ‘drawn’ through the blade. Becoming 

masters of some devastating skills and abilities, cracking 

opponent’s weapons with a shrill song of destruction.

Hit Die: d

R

To qualify for the Elven ‘Sword Singer’ class the charac-

ter must full the following:

Alignment: Any non-Evil Alignments

Base Attack Bonus: +Skills: Tumble ranks; Balance ranks; Perform

(Dance and Sing must be taken) ranks at least.

Feats: Dodge, Mobility, Combat Reexes.

Special: When the aspirant has undergone their

‘Wilderness uest’ they may increase Wis by + to

simulate the trials they had to face Spiritually and the

result of being a new and enlightened soul. ey also

pick up the Weapon Prociency in the Song Sword as

a free prociency when they take this class. ey also

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hapter 4:

may only wear ‘light’ armours and may not use a shield

at all. Only Fighters can take this class.

C S

e ‘Sword Singers’ Class Skills (and the key ability

for each Skill) are as follows: Tumble (Dex); Balance

(Dex); Perform (Cha); Diplomacy (Cha); Sense Mo-

tive (Wis); Intimidate (Cha).

Skill points at each level: +Int Modier.

C Fese are the Class Features for the ‘Sword Singer’

Class and where appropriate the DC for any checks

have been given, plus other pertinent information.

Sword of Songs: Upon acceptance into the cadre the

character is gifted a special blade known as a ‘Song 

Sword’ or a ‘Sword of Songs’. is is a unique blade

that all cadre members carry and is of a masterwork 

nature.

e Song Sword resembles a longsword in many

ways; it is a ne blade and made to the highest degreeof quality. Weighing less than a normal longsword

(Due to the unique design – the length of the blade

has removed sections that are akin to the holes in a

ute. e smiths that make these weapons enhance

them with magic a little and there are ancient rituals

and customs that go back a long way in their design.

e holes and missing sections provide the sword with

the means to ‘sing’ and thus provide the ‘Sword Singer’

with their other abilities as they gain in level.

Anyone else who uses the sword

will gain a ‒ penalty to their hit

rolls since the blade is an unfamiliar 

weight, design and weapon to all but

the owner. To also note the sword is

used one handed only.

Daze Song: One of the rst

abilities that the Singer unlockswith their special weapon is the

Daze Song. By keening at the

blade in a soft musical tone and

weaving it in a pattern of deft

motions the Singer forces a single

opponent to become entranced by

the motion unless they make a

Wil save (DC ) to avoid the ef-

fects. ey act as ‘Dazed’ and can

do no action that round but watch

the way the sword moves also loosing their AC bonus

for Dex and a Shield. Should the Singer stop moving 

the blade the target will recover swiftly. (is cannot

be used in conjunction with any other ability)

Dance of the Cutting Voice: As the Singer ad-

vances to the rd level in their chosen class they now

gain the power to make their blade cut deeper. By sing-

ing once more they set up a harmonic resonance in the

weapon that causes it to vibrate softly and quickly, it

now gains an extra + to hit and + to damage for d

combat rounds. During this time the sword takes on abluish sheen and resonates with a vibrant ‘pure’ tone.

Cutting down the Cha: Once the Singer reaches

th level in their chosen class they can now strike

down foes as if they were cha. By focussing their

body and mind, and falling prey to the ‘dance within’

they can strike in a urry of deadly blows, each can be

targeted against a separate foe as long as the Singer can

make a single foot step. All penalties for movement

are ignored as the character is moving quickly and

dancing and leaping during this time. However oncethis deadly dance is over there is a side eect, the char-

acter now looses their Dex bonus and Armour bonus

(If they wear any) while they recover this round (And

they cannot make a move). Any foes left alive should

have a much easier time dealing back some retribution.

Due to the strain it puts on the body, the ‘Dance’ can

only be done once per ‘Combat’ and no more than

‘ree’ dances per day. e Singer may make up to two

more attacks than he can normally make. So if he can

T S S

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +1 +0 +2 +1 Song of Songs(Masterwork Special Blade)

2nd +2 +1 +3 +1 Daze Song

3rd +3 +1 +4 +2 Dance of the Cutting Voice

4th +4 +2 +4 +2 Cutting down the Chaff  

5th +5 +2 +5 +2 Fleet of Foot

6th +6 +2 +5 +3 Cry of the Shrieking Heart(+1d6 damage)

7th +7 +3 +6 +3 The Keening Blade (+2d6 damage)

8th +8 +3 +7 +4 The Howling Blade (+3d6 damage)

9th +9 +4 +7 +4 The Crying Blade (+4d6 damage)

10th +10 +4 +8 +5 Blade Shatter  

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Chap

PC

normally attack twice then he can now attack up to

four times. Also there is only a ‒ penalty per attack,

so if you can make up to ve, it would be rst attack at

normal and every other attack at ‒ and ‒ (the baseattacks for the Fighter) then ‒ and ‒ for the Singer

attacks.

Gypsum is attacking two orcs and he’s triggered his

Cutting down the Cha feature skill, now he can normally

attack twice, but with the skill active he can now hit the

orcs four times. He makes his rst attack at normal, roll-

ing an he hits! He can now attack again, this time at

a ‒ rolling a ‒ () he misses. ose are his normal

attacks out of the way for a Fighter of his level.

Now he can use the Singer attacks: two of them. Both

of these he gets a ‒ () and a natural ‒ (

because we ignore the penalty for s). Now he’s got to suf-

 fer no movement, or AC bonus for Dex and (or) Armour 

due to the strain of this dance.

Fleet of Foot: At the th level of their class the

Singers now gain the ability to move further in combat

as they use their dance in conjunction with their nor-

mal combat skills. ey now gain a + to movement

and remain poised and graceful at all times.

Cry of the Shrieking Heart: At the th class level

the Singer can now cause their blade to emit a terribleshrieking sound and the metal to turn as red as blood,

it almost pumps in their hand, beating to the sounds

of battle. While this is in eect (d combat rounds)

the blade deals an extra +d points of damage. It

cannot be used in conjunction with any other abilities

that add damage to the weapon except the Dance of 

the Cutting Voice. Wielder gains + to AC.

e Keening Blade: At the th class level the

Singer can now cause their blade to emit a melancholic

and vibrant ‘keening’ sound, the blade vibrates withthe power of the Singer’s own voice and now inicts

greater damage on the foes in battle for d combat

rounds. e blade gains a bonus of +d points of 

damage and this cannot be used in conjunction with

any other damage increasing ability save for the Dance

of the Cutting Voice. Opponents lose + to all attack 

rolls.

e Howling Blade: At the th class level the

Singer can now cause their blade to emit an almost

deafening howl, the blade vibrates with the power of 

the Wolf ’s voice and glimmers like a pale moon, it

now inicts greater damage on the foes in battle for

d combat rounds. e blade gains a bonus of +dpoints of damage and this cannot be used in conjunc-

tion with any other damage increasing ability save for

the Dance of the Cutting Voice. Opponents lose +

to all attack rolls and Wielder gains + AC and +

to Wil saves.

e Crying Blade: At the th class level the Singer

can now cause their blade to emit a melancholic and

heart-rending ‘crying’ sound, the blade vibrates with

the power of the voice within, dripping tears from the

surface and now inicts greater damage on the foes in

battle for d combat rounds. e blade gains a bonus

of +d points of damage and this cannot be used in

conjunction with any other damage increasing ability

save for the Dance of the Cutting Voice. Opponents

lose + to all attack rolls and Wielder gains + to AC

and + to Ref saves.

 Limitations: e four above abilities can be only used

twice per day + per class levels.

Blade Shatter: At the height of their th class

level, the Singers can now call a harmonic eect into

being. By singing to their sword they cause the bladeto resonate in time with all other bladed weapons

that are in a thirty-foot radius of the wielder. e

blade glows with the power of the moonlight and

shines with enough light to match a torch. is ability

then allows the Singer to call forth an almost ‘super-

sonic’ shockwave of sound from his blade that shatters

bladed weapons in the circle around him. Any blade

(including those of his allies) is attacked by a break 

attack from the wielder, the sword grants him a bonus

of + against the DC to break that weapon. It will notshatter wooden or non weapon like objects, and only

aects those weapons with blades…this is due to the

very magic of the attack as the sword nds harmony

with all other bladed weapons, then destroys them

through the release of a chaotic sound. e wielder is

immune but his allies are not unless they are outside

of the area of eect. is ability is extremely draining 

and the Singer cannot use any other Singer power

until the next morning/night.

Weapon Cost Damage Critical Range Weight Type

Song Sword (Medium)* n/a 1d8+1 x3 — 3lb Slashing

*The blade is Masterwork and can be enchanted as any normal Masterwork can.

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hapter 4:

Lamrida “Runed Blade”

e lamrida, or “runed blades,” are elite elven warriors

devoted to defending elven people, cities, and territo-

ries. is devotion goes above and beyond the laws

and customs of any particular area, therefore lamrida

are rarely lawful in alignment. Although each lamridacarries a runed weapon, the skills and knowledge pos-

sessed by particular individuals varies widely. Lamrida

forgo normal lives, giving up the ability to marry and

have families to devote their lives to their skills and

weapons. Each lamrida concentrates their skill and

knowledge on a specic weapon on which they create

special runes that are invoked for additional powers.

Lamrida come from all walks of life and include

barbarians, rangers, ghters, and even rogues among 

their ranks. e one thing that unies them is an

intense focus on weapon skill and the defense of all

things elven.

While lamrida are drawn from various back-

grounds, all that take up the path of the runed blades

are expected to focus on these skills until they have

completed the full range of their training. Lamrida,

though devoted to protecting elven lands, are often

found adventuring as they search for lost elven arti-

facts, knowledge, or individuals.

Hit die: d

R

To qualify to become a lamrida, a character must meet

the following requirements.

Alignment: Any good.

Race: Elf or half-elf.

Base Attack Bonus: +

Skills: Craft (weapon) ranks

Feats: Toughness; lightning reexes; weapon focus

(any bladed weapon).

C S

Lamrida have access to the following class skills (the

key ability for each skill is in parentheses):

Animal Empathy (Cha); Climb (Str); Craft (Int);

Handle Animal (Cha); Jump (Str); Knowledge [Na-

ture] (Int); Listen (Wis); Ride (Dex); Spot (Wis);

Wilderness Lore (Wis).

Skill Points at each level:

+ Int bonus.

C F

Runic blades possess a number of special skills and

abilities as described below.

Weapon and Armor Prociency: Runed blades

are procient with all simple and martial weapons and

all types of armor and shields.

Alertness: At rst level a lamrida learns to sense

their surroundings and gains the Alertness feat forfree, if the character does not already possess it.

Runed Blade: A lamrida learns to focus their

energy on a chosen weapon. Initiation requires the

creation of a bladed weapon bearing an initial rune

signifying their family name, personal name, or coat

of arms. e lamrida does not need to be the sole

creator of the weapon, but they must assist the

craftsman creating it. As the lamrida progresses in

skill and knowledge they can select additional runes

to add to their chosen weapon. A lost weapon must

be recovered or destroyed. Lamrida have been known

to ght against outrageous odds simply to recover a

fallen comrade’s blade. A lamrida can only possess one

bladed weapon at a time, and this weapon must be

their primary weapon. At each stage of advancement

the lamrida can add one and only one rune to their

blade using a process costing at least , gp in

donations and materials.

st level: At rst level the lamrida places a rune

signifying something of personal importance on their

weapon. e weapon is a + weapon.rd level: At third level the lamrida chooses one

additional rune to add to their blade increasing the

enhancement bonus to + and granting one of the

following powers:

• Panther – cast cat’s grace on wielder /day as a

th-level sorcerer.

• Boar – cast bull’s strength on wielder /day as a

th-level sorcerer.

• Moon – a successful critical hit casts faerie re on

the target with a duration of minutes (no saving 

throw)

th level: At fth level one additional rune

granting one of the following powers is added to the

weapon.

• Sun – +d damage to undead creatures

• Ice – functions as a frost weapon, +d cold dam-

age

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Chap

PC

• Fire – functions as a aming weapon, +d re

damage

• Lightning – functions as a shock weapon, +d

electricity damage

th level: At seventh level one additional rune is

added to the blade increasing the enhancement bonus

to + and granting one of the additional powers.

• Asp – grants a single additional attack each round,

as a weapon of speed

• Tiger – grants the ability to rage /day as a th-

level barbarian

th-level: At ninth level one additional rune

granting one of the following powers is added to the

blade.

• orn – the enhancement bonus increases to +

• Demon horn – acts as a + weapon against de-

mons and devils and deals × damage to demons

and devils

• Dragon scale – acts as a + weapon against drag-

ons and deals × damage to dragons

Bonus Feats: Lamrida gain bonus feats at nd, th,

and th levels. e bonus feat must be chosen from

the following list:

Ambidexterity, Blind-Fight, Combat Reexes,

Dodge (Mobility, Spring Attack), Exotic Weapon

Prociency*, Expertise (Improved Disarm, ImprovedTrip, Whirlwind Attack), Improved Critical*, Im-

proved Initiative, Improved Unarmed Strike (Deect

Arrows, Stunning Fist), Mounted Combat (Mounted

Archery, Trample, Ride-By Attack, Spirited Charge),

Point Blank Shot (Far Shot, Precise Shot, Rapid Shot,

Shot on the Run), Power Attack (Cleave, Improved

Bull Rush, Sunder, Great Cleave), uick Draw, Two-

Weapon Fighting (Improved Two-Weapon Fighting),

Weapon Finesse*, Weapon Focus*.Several of the above feats require one or more pre-

requisite feats, skills, or ability scores, a lamrida must

meet all prerequisites before choosing a particular feat.

Feats marked with an asterisk (*) can be applied to

dierent weapons and can be taken more than once

when applied to a dierent weapon each time.

Endurance: A lamrida gains the endurance feat

at th level, if they already possess this feat they may

chose a feat from the list above.

Split Self: e supreme lamrida, true masters

of the runed blades, are able to focus enough power

and energy to split themselves into two free-acting 

individuals once a day for a period of minutes. Each

individual retains all of the original’s knowledge, skills,

and equipment, but only half of the normal hit points.

After minutes the duplicates rejoin into one, adding 

their hit points together after joining. e process

of splitting, and re-joining, is a partial action. If one

duplicate is killed it and its belongings disappear at

the end of the -minute period. If both are killed, the

rst to die disappears after minutes and the remainsof the second duplicate contain all of the character’s

L – “R B”

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +1 +2 +0 +0 Alertness, Runed Blade, 1st rune

2nd +2 +3 +0 +0 Bonus Feat

3rd +3 +3 +1 +1 2nd rune

4th +4 +4 +1 +1 Bonus Feat

5th +5 +4 +1 +1 3rd rune

6th +6 +5 +2 +2 Endurance

7th +7 +5 +2 +2 4th rune

8th +8 +6 +2 +2 Bonus Feat

9th +9 +6 +3 +3 5th rune

10th +10 +7 +3 +3 Split Self 

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hapter 4:

Langmatra –“Master of T∂ngues”

Although never openly discussed, most elven dip-

lomats are members of an elite organization whose

members are known as ‘langmatra,’ or ‘masters of 

tongues.’ ese diplomats possess a wide range of 

skills used for acquiring information, and furthering elven diplomatic causes. Elves entering the ranks of 

the langmatra learn to focus and control sorcerous

energies simply through the use of their own voice.

ese spell-like magical powers are limited, but

particularly useful for diplomats in dicult situations.

Although no elf would openly admit it, langmatra are

rumored to use assassination to improve their negoti-

ating power, or to avert costly battles. Langmatra are

found negotiating for large merchant houses just as

often as they negotiate for their elven homelands and

cities.

Bards and rogues are the most likely candidates for

the ranks of the langmatra, but others with more broad

skills often enter this elite group. Unlike many elite

organizations, langmatra are encouraged to broaden

their skills by studying a wide range of topics. Elven

diplomats found a great distance from their homeland

are almost certainly members of the langmatra doing 

their best to further elven interests

Hit die: d

R

 Joining the ranks of the langmatra requires the follow-

ing prerequisites.

Race: Elf or Half-elf 

Skills: Diplomacy, ranks; Gather Information,

ranks; Hide ranks; Perform, ranks; Speak Lan-

guage ( additional language)

C S

Langmatra draw from the following list of class skills(key ability for each skill): Appraise (Int), Balance

(Dex), Blu (Cha), Climb (Str), Craft (Int), Decipher

Script (Int, exclusive skill), Diplomacy (Cha), Disable

Device (Int), Disguise (Cha), Escape Artist (Dex),

Forgery (Int), Gather Information (Cha), Hide (Dex),

Innuendo (Wis), Intimidate (Cha), Intuit Direction

(Wis), Jump (Str), Listen (Wis), Move Silently (Dex),

Open Lock (Dex), Perform (Cha), Pick Pocket (Dex),

Profession (Wis), Read Lips (Int, exclusive skill),

Search (Int), Sense Motive (Wis), Spot (Wis), Swim

(Str), Tumble (Dex), Use Magic Device (Cha, exclu-

sive skill), and Use Rope (Dex).

Skill Points per level: + Int bonus.

C F

Langmatra gain the following class features.

Weapon and Armor Prociency:  Langmatrafocus on stealth and cunning so their weapon training 

focuses on weapons used in stealth and sneak attacks.

Langmatra are procient with all of the same weapons

as normal elven rogues as well as light armors but are

not procient with shields.

Elven Lore: Langmatra study various elements of 

elven history and knowledge to prepare for the vari-

ous negotiations they might be asked to participate

in. A langmatra may make a special knowledge check 

to identify elven items, books, and historical places

or events. is knowledge check receives a bonus

equal to the langmatra’s level + her Intelligence modi-

er. Bards that follow this path receive a + bonus to

bardic knowledge checks for elven-related informa-

tion. Because this knowledge is essentially random, a

character may not take or when making this

special knowledge check.

Sneak Attack: A langmatra does additional dam-

age on successful attacks against creatures that are

denied a Dex bonus to AC for any reason, as well as

to creatures the langmatra is able to making anking attacks against. is additional sneak attack damage is

additive with sneak attack damage from other classes

and follows all of the rules and limitations for sneak 

attacks by rogues.

Extended Hearing: At th level langmatra gain a

+ bonus to all Listen checks when eavesdropping on

conversations at a distance.

Hide in Plain Sight: At th level a langmatra 

learns to throw her voice creating distractions that

cause onlookers to momentarily glance away. Using this skill requires a successful Hide skill check with

a ‒ circumstance penalty, if successful the langmatra 

created enough distractions to nd a suitable hiding 

place.

Defensive Roll: At th level the langmatra gains the

ability to roll with a potentially lethal blow to avoid a

portion of the damage. Once each day a langmatra can

attempt to roll with the damage dealt by a blow that

would otherwise reduce them to hit points or less.

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Chap

PC

is requires a successful Reex saving throw (DC =

damage dealt). A successful saving throw halves the

damage. is ability requires an awareness of the

attack and the ability to react to it therefore any situa-

tion that denies a Dexterity bonus to AC prevents the

use of this extraordinary ability.

Voice Powers: Langmatra use short, but complex,

rhymes and rhythms to focus and use sorcerouspowers. As a langmatra learns to create and control

sounds with their vocal cords they gain more powers.

All level-based items, such as duration, ability bonus,

and other elements are based solely on the number

of  langmatra levels. ese unique powers require a

partial action to invoke and run the risk of making 

a langmatra hoarse and unable to speak if over used.

Unlike normal spell casting, these powers normally do

not invoke an attack of opportunity. Unless otherwise

noted, each individual ability, once gained, can be used

a maximum of ve times per day. Although these voice

powers might appear limited, they require no special

material components and are easy to invoke.

Squirrel tap: this short rhyme imbues the langmatra 

with enhanced climbing and jumping abilities for

hour per level. While this spell-like power is in eect a

langmatra receives a + bonus to all Climb and Jump

skill checks.

Tiger’s trill: the langmatra acquires the strength and

grace of a tiger, eectively adding a temporary bonus

of d points to Strength and d points to Dexterityfor minute per level of ability.

Bear growl: after uttering a strange, low growl the

langmatra gains a temporary d point enhancement

to their Constitution for minutes per level.

Shadow whisper: a soft rhyming sound draws an

illusionary cloak around the langmatra that eectively

renders them invisible for rounds. is ability can

be used once per day for every two levels of langmatra 

a character possesses.Owl call: the langmatra gains the ability to y

silently through the air with a movement rate of

and average maneuverability for hour.

Dragon song: the langmatra uses a strange warbling 

sound to create a powerful aura enhancing their Cha-

risma and making them more frightening. Although

this power takes a full round to manifest, the aura

lasts for a full hour. e aura provides a temporary

d + level bonus to Charisma and a + deection

bonus to AC.

Unicorn’s whistle: the langmatra maintains a

strange whistling sound that enhances all arcane

spells within a ft. radius. is strange whistle

can be maintained for a maximum of minutes per

day, but this time can be split into dierent intervals

if needed. All arcane spells, both friend and foe, cast

in the area are considered to have the Empower

feat applied to them at no cost to the caster. Unlike

other voice powers, langmatra lose their Dex bonus

and all dodge and uncanny dodge abilities when

invoking this ability and are subject to attacks of opportunity.

L – “M T”

Class

Level

Base

Attack 

Bonus

Fort.

Save

Ref.

Save

Will

SaveSpecial

1st +0 +0 +2 +2 Elven lore, squirrel tap

2nd +1 +0 +3 +3 Sneak attack +1d6, tiger’s trill

3rd +2 +1 +3 +3 bear growl,

4th +3 +1 +4 +4 extended hearing, hide in plain sight

5th +3 +1 +4 +4 Defensive roll, sneak attack +2d6

6th +4 +2 +5 +5 shadow whisper 

7th +5 +2 +5 +5 owl call

8th +6 +2 +6 +6 Sneak attack +3d6

9th +6 +3 +6 +6 dragon song 

10th +7 +3 +7 +7 unicorn’s whistle, sneak attack +4d6

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Gl∂ssaryafehlah little mouse

agath armed/passed/resolved.

A formal term generally only used in assembly

 Ahlenh Life

 Ahlenh Gonh Life Stream

atha yes

apseh Fall, “chill season”

banh waste, garbage

Bshehe Spine-jangled, the city-dwelling elves

Ch’Ahlenh Lifeless, without connection to Ahlen Gohn or without the natural powers of 

an elf 

E’ith Braeh Free Folk, the woodland elves

E’ith Hchoud Hard Folk, the mountain-dwelling, or “stone” elves

E’ith Edshaign Elevated Folk, the kings, high king and their families

erthadign “hunter”

 farehg  oal, the unwanted internal organs and associated parts of animals taken in a

hunt feshal  “good” or “succesful”

Feth Ahenieh Changeling Marriage, a marriage between E’ith Hchoud and E’ith Braeh

Fwiheshi ghting sticks, consisting of a pair of one long, heavy sta and one shorter,

whippier blocking sta. e name comes from the typical swishing sound

made as the blocking stick cuts the air

 gahneh Spring, “green season”

hanseh Summer, “soft season”

hchoudneh Winter, “hard season”

 pef  “droppings”, manure

S’Ahlenh Shou Life’s Speech, magicSh’nei a clan of Eastern E’ith Braeh

Se’ith Shou Speech of the Folk, the elven name for their language

shehf gohregn “mowing owers” the equivalent of the human phrase “sowing wild oats”

sherth “shit”, excrement

shishu puddle

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OPEN GAME LICENSE Version 1.0a

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“Trademark” means the logos, names, mark, sign, motto,designs that are used by a Contributor to identify itself orits products or the associated products contributed to theOpen Game License by the Contributor (g) “Use”, “Used” or

“Using” means to use, Distribute, copy, edit, format, modify,translate and otherwise create Derivative Material of OpenGame Content. (h) “You” or “Your” means the licensee interms of this agreement

You represent that Your Contributions are Your originalcreation and/or You have sucient rights to grant the rightsconveyed by this License.

6. Notice of License Copyright: You must update theCOPYRIGHT NOTICE portion of this License toinclude the exact text of the COPYRIGHT NOTICEof any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyrightdate, and the copyright holder’s name to the COPYRIGHTNOTICE of any original Open Game Content you

Distribute.

7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility,except as expressly licensed in another, independentAgreement with the owner of each element of that ProductIdentity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Contentexcept as expressly licensed in another, independentAgreement with the owner of such Trademark or RegisteredTrademark. e use of any Product Identity in Open GameContent does not constitute a challenge to the ownership of that Product Identity. e owner of any Product Identityused in Open Game Content shall retain all rights, title andinterest in and to that Product Identity.

8. Identication: If you distribute Open Game Content Youmust clearly indicate which portions of the work that youare distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agentsmay publish updated versions of this License. You may useany authorized version of this License to copy, modify anddistribute any Open Game Content originally distributedunder any version of this License.

10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content YouDistribute.

11. Use of Contributor Credits: You may not market oradvertise the Open Game Content using the name of anyContributor unless You have written permission from theContributor to do so.

12 Inability to Comply: If it is impossible for You to complywith any of the terms of this License with respect to some